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Topic Subject: Complete list of Patch 1.06 changes
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posted 04-13-06 10:58 AM EDT (US)   
Complete list of balance changes for 1.o6

Unit and building changes:

·Exported HCAdvancedMarket fix.
·MercenaryLoyaltyGerman removed effect that lowers wallenstein contracts price.
·Yeomen - Added +4 maximum range to longbowman stagger and defend attacks.
·Cav archer cost changed from 45f 115g to 100f 60g
·Cavalry Archers, Dragoons, War Wagons, Manchu, BlackRider, ·Commanchee Horse Archer now get 2.0x damage vs abstract artillery
·Conquistador card now improves wardogs attack and hitpoints 20% instead of increasing limit. Changed rollover help.
·British start with +1 food crate
·Germans now start with 3 settler wagons and no settlers
·Spanish start with -1 settler
·Rocket no longer deals negative damage to cavalry or cannons
·Rocket’s bonus vs ships increased to 3
·Rocket LOS +2
·Fixed display count for cards effected from 1.05 changes (sheep, cows, etc) in SPC homecities.
·Longbowman autoattack range increased to 20

Home City army shipment cards:

·Spanish Pikemen4 (age3) change from 14 to 12
·Spanish Redoleros4 (age3) change from 10 to 9
·Spanish Lancer (age3) change from 6 to 5
·Spanish Lancer (age4) change from 5 to 6
·Mortar1 change from 1 to 2
·Mortar1German change from 1 to 2
·Mortar2 change from 2 to 3
·Mortar2German change from 2 to 3
·British longbows3 (age4) change from 13 to 15
·British longbows4 (age3) change from 11 to 10
·Musketeer4 (age3) change from 11 to 9
·Musketeer3 (age4) change from 13 to 14
·MusketeerRussian3 (age4) change from 17 to 16
·Grenadier2 (age4) change from 5 to 7
·Grenadier3 (age3) change from 6 to 5
·Skirmishers2 (age4) change from 8 to 9
·Skirmishers2German (age4) change from 8 to 9
·Skirmishers3 (age3) change from 9 to 8
·Skirmishers3German (age3) change from 9 to 8
·Skirmishers4 (age4) change from 11 to 12
·Skirmishers4German (age4) change from 11 to 12
·Dragoons2 (age4) change from 5 to 6
·Dragoons3 (age3) change from 6 to 5
·Dragoons4 (age4) change from 7 to 8
·Cuirassiers2 (age4) change from 3 to 4
·Cuirassiers3 (age3) change from 4 to 3
·Halberdiers2 (age4) change from 8 to 10
·Halberdiers3 (age3) change from 9 to 8
·HalberdierRussian2 (age4) change from 12 to 13
·HalberdierRussian3 (age4) change from 13 to 15
·Cassadore2 (age4) change from 8 to 10
·Cassadore3 (age3) change from 9 to 8
·Cassadore4 (age4) change from 11 to 12
·Organ Gun1 (age3) change from 3 to 2
·Organ Gun2 (age4) change from 4 to 3
·Portugese Expeditionary Force (age4) change dragoons from 4 to 6
·Changed rollover help as well
·Dutch Ruyters2 change from 9 to 11
·Dutch Ruyters3 change from 10 to 9
·Dutch Ruyters4 change from 12 to 13
·Russian Strelet3 change from 22 to 24
·Russian Cossack3 (age4) change from 8 to 9
·Cav Archer1 (age3) change from 4 to 5
·Cav Archer2 (age4 change from 6 to 8
·Cav Archer3 (age4) change from 8 to 9
·Crossbowman3German change from 8 to 9
·Winged Hussars (age4) change from 13 to 12
·Changed rollover help as well
·Ottoman Janissaries3 change from 10 to 11
·Ottoman Abus Guns2 change from 7 to 8
·Ottoman Artillery division change from 8 grenadiers to 6
·Changed rollover help as well

Mercenary card changes:

·HCMercsBlackRiders changed cost to 1000
·HCMercsBlackRiders changed from 8 to 7
·HCMercsBlckRIdersGermans changed cost to 1000
·HCMercsBlackRidersGermans changed from 10 to 9
·HCMercsCorsairs changed cost to 1000
·HCMercsCorsairs changed from 11 to 9
·HCMercsHackapells changed cost to 1000
·HCMercsHackapells changed from 7 to 6
·HCMercsHackapellsGermans changed cost to 1000
·HCMercsHackapellsGermans changed from 9 to 8
·HCMercsHessians (jaegers) changed cost to 1000
·HCMercsHessians changed from 12 to 10
·HCMercsHessians2 (british) changed from 15 to 13. Cost unchanged.
·HCMercsHessiansGermans changed cost to 1000
·HCMercsHessiansGermans changed from 14 to 13
·HCMercsHighlandGermans changed swiss pikemen from 9 to 8
·HCMercsHighlanders changed cost to 1000
·HCMercsighlanders changed from 11 to 9
·HCMercsHolyRoman changed landsnekt from 5 to 4
·HCMercsLandsknecht changed cost to 1000
·HCMercsLandsknecht2 changed from 9 to 8
·HCMercsLandsknecht2Germans changed cost to 1000
·HCMercsLandsknecht2Germans changed from 11 to 10
·HCMercsMamalukes changed cost to 1000
·HCMercsManchu changed cost to 1000
·HCMercsManchu changed from 10 to 9
·HCMercsMediterranean changed mamaluke from 4 to 3, corsairs from 10 to 6
·HCMercsMediteraneanGerman changed corsairs from 10 to 7, stradiots from 5 to 4
·HCMercsRonin changed cost to 1000
·HCMercsStradiots changed cost to 1000
·HCMercsStradiots changed from 7 to 6
·HCMercSwissPikemen changed cost to 1000
·HCMercSwissPikemen changed from 13 to 12
·Changed Privateer kill bounty from 150xp to 50xp

Politician changes:

·SergeantDutch changed from 6 halberdiers to 5
·SergeantGerman changed from 4 dopplesoldners to 3
·SergeantSpanish changed from 10 pikemen to 8
·Marksman changed from 7 skirmishers to 6
·MarksmanPortugese changed from 7 cassadores to 6
·MarksmanOttoman changed from 5 abus guns to 4

NEW FEATURES

* Chat Member List can now be sorted by Clan Name
* Added server maintenance notification that will display when the servers are down

CLIENT FIXES

* Added checking that prevents players from joining game rooms which are in a bad state and can not launch, fixing the source of a crash
* Several Home City Card tooltip updates
* Hispaniola water flags and whale placement fixed
* Hispaniola now displays correct thumbnail
* Sonora herds now balanced for both sides of the map
* Advanced Market Card effects now get applied when shipped
* Fixed 'This game is not rated' message that was popping up in rated games
* Number on Home City Cards now displays the correct number of units to be sent
* All ranged cavalry units now do double damage vs. artillery
* Mercenary shipments now cost 1000g and have fewer units
* Military shipments from the homecity decreased for 3rd age shipments and increased for 4th age shipments
* Numerous balance changes

NETWORK AND ESO FIXES

* Quick Search now displays the correct number players during search
* Custom Games List sorting fixed for sorting by Rank
* Fixed exploit that allowed more then 20 cards in ESO decksustom game setup now shows if a game is rated, not rated, no XP

As per MBob's suggestion i edited in the other changes to stay true to the threads title


Babbled's Rules of AOE

1) As Spanish never play against Ottomans
2) As Ottomans never play against the Portugese
3) As Portugese never play against the Spanish
4) Never play against the Germans

[This message has been edited by Jargobae (edited 04-13-2006 @ 12:13 PM).]

Replies:
posted 04-14-06 10:18 AM EDT (US)     76 / 108  
People keep saying that cheaper mercs make the FF (and germany) more powerful. Not so. Cheaper (and fewer) mercs mean that what you once got in two cards now takes about three.

To make the FF (and germany) more powerful they would have made mercs more expensive and had more sent.

BTW, can anyone answer my longbow question posted in this thread about auto attack?

posted 04-14-06 10:31 AM EDT (US)     77 / 108  

Quoted from Maurice The Cat:

:/ Spain was weakened as well, but people forget that Spain is powerful not only in FF, they are still a good civ - how was pikemen-rush weakened? One settler less? Oh, come on!

Remember an "OP" civ called France 2 patch ago, they removed 1.25 settler and the civ fallen down to the most useless civ in 1v1. Now France should raise in the middle because German arent anymore a stronger version of French.



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posted 04-14-06 10:40 AM EDT (US)     78 / 108  
i dont want to be rude but french wasnt worse then dutch, russian and brittish

"such a kind fellow!" ~ ķįŋğ_Ćħŗĩš_ĬĬ

Furby killer should be crowned leader of AOE forum ~ [SW_GD]Teutonic

posted 04-14-06 10:48 AM EDT (US)     79 / 108  
Why is germany #1, don't they strat out only with 3 settler wagons now?

Unless 3 wagons = 6 villagers.

Although they have the same gather rate, they now have less felxibility in dividing their villagers among different tasks.


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[This message has been edited by King_Ali_Skahir (edited 04-14-2006 @ 11:27 AM).]

posted 04-14-06 11:40 AM EDT (US)     80 / 108  

Quote:

Remember an "OP" civ called France 2 patch ago, they removed 1.25 settler and the civ fallen down to the most useless civ in 1v1. Now France should raise in the middle because German arent anymore a stronger version of French.

Yeah, but if makes not that much difference if you have 1 settler more or less in a rush - it only comes a few seconds later. But I've read about the fix for the Covered Attack Mode for pikes in another thread, and that's hard ... nerfed FF, nerfed pikemen-rush ... time to play Spain.

posted 04-14-06 11:40 AM EDT (US)     81 / 108  
okay the need at least 2 settler on crate. But beside that you never have to devide settler in discovery, just all on food


btw i follow you maurice. Now spain has been nerved i may start with them


"such a kind fellow!" ~ ķįŋğ_Ćħŗĩš_ĬĬ

Furby killer should be crowned leader of AOE forum ~ [SW_GD]Teutonic

[This message has been edited by schildpad (edited 04-14-2006 @ 11:41 AM).]

posted 04-14-06 12:53 PM EDT (US)     82 / 108  
To follow up my previous post i have emailed ES about this and then took off the game and patch and downloading it this time manually from the site did a clean reboot and put both back on only to have the same error occurring.

The settler wagons seem to do the crates around the TC then sit idly there with just the German explorer doing things.

Anyone else had this problem and worked out a solution?

posted 04-14-06 01:41 PM EDT (US)     83 / 108  
I don't get how people think the FF has been exterminated. The age 3 military were just dropped of 1 unit. Not to mention its EASIER to get mercs now. So what if theres like 2 less, they are still super strong units. I was hoping they would make Fortress age more expensive or something along those lines, but it seems nothing really has been changed. I've played a few games and FF still doesnt seem different. If anyone can explain how these changes extinguise the high probabiility of the sucess of FF, please do. (PS I still think otto rush is OP )
posted 04-14-06 01:58 PM EDT (US)     84 / 108  
I agree, the patch hasn't changed much IMO. I'd say it's even worse now.
The game still rewards those who have the same cards on their decks and always use the same build order, players that even don't build a barracks or a stable until minute 15 still are among the best and many times you don't see regular units other than politicans' ones (and maybe some shipments) because everyone still spams mercs, mercs and... oh! mercs! Maybe a good rush could stop a FF, but not always is possible or your enemy will be advancing anyway. And any attempt to build some colonial military for defense will be easily raped by mercs if you have Hussars, or the 2falcs shipment if you have infantry.
Don't get me wrong, most of them were good changes (except the mercs cost change...), but I expected something much more severe (such as requiring a military building to advance, and a Church to send any merc shipment...).
posted 04-14-06 02:34 PM EDT (US)     85 / 108  
The dutch are dead

No skirms, because they are too slow
No ruyters because they aren't special w/ cannon

Looks like i'm massing halbs now !

pssst es: give the dutch fast skirms, and make ruyters x3 vs cannon or x1.5 v infantry!


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[This message has been edited by Peej (edited 04-14-2006 @ 02:35 PM).]

posted 04-14-06 02:44 PM EDT (US)     86 / 108  
-Wardog assault on German SW might cripple them now.
-Hussars are pretty much useless and artillery are even more vulnerable
posted 04-14-06 02:54 PM EDT (US)     87 / 108  
"Hussars are pretty much useless and artillery are even more vulnerable"

basically all hvy cav is useless now, you can use ranged cav to take out the artillery.
especially playing a german, WW do 126 damage to them.

posted 04-14-06 03:05 PM EDT (US)     88 / 108  
@peej, lets not forget musks>halbs. Someone @ agecommunity tested, halbs are only better vs heavy cannons then musks. And of course they have higher siege attack, but dutch will be defending most of the game so that is useless.

"such a kind fellow!" ~ ķįŋğ_Ćħŗĩš_ĬĬ

Furby killer should be crowned leader of AOE forum ~ [SW_GD]Teutonic

posted 04-14-06 03:31 PM EDT (US)     89 / 108  
posted 04-14-06 04:00 PM EDT (US)     90 / 108  
Yeah.. Dutch is dead.

Its beyond a joke now :P

posted 04-14-06 04:34 PM EDT (US)     91 / 108  
I really and truely don't understand why they nerfed (directly but mostly indirectly) the Dutch. They are absolutely worthless now. It's not even debatable.
posted 04-14-06 06:00 PM EDT (US)     92 / 108  
is the +2 los for rockets also range, or just los?
posted 04-14-06 06:38 PM EDT (US)     93 / 108  
Hey Ender, if I realized you were going to send hussars and spahis, I would've sent some ruyters instead. :P
posted 04-14-06 07:25 PM EDT (US)     94 / 108  
KingSteve please xplain how a War Wagon does 120 something damage to cannons?

WarWagon 500 3 6.0 22 Hand-20% F-150, G-150
BuildingAttack Damage: 30 (Siege), ROF: 3.0
DefendRangedAttack Damage: 42 (Ranged), ROF: 3.0, Range: 0-20, Bonuses: HeavyCavalry x 3.0, Villager x 0.5, Artillery x 2.0
MeleeHandAttack Damage: 21 (Hand), ROF: 1.5, Range: 0-3, Bonuses: HeavyCavalry x 3.0, Villager x 0.5, Artillery x 2.0
StaggerRangedAttack Damage: 42 (Ranged), ROF: 3.0, Range: 0-20, Bonuses: HeavyCavalry x 3.0, Villager x 0.5, Artillery x 2.0

42 x 2 is 84, now take 75% ranged resistance into account and they are hitting the cannon for like 18.

Heavy cav is still alot better at killing artilleries.


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posted 04-14-06 07:38 PM EDT (US)     95 / 108  
"KingSteve please xplain how a War Wagon does 120 something damage to cannons?"

sorry i was talking about cav.

posted 04-14-06 07:47 PM EDT (US)     96 / 108  
MeleeHandAttack Damage: 21 (Hand), ROF: 1.5, Range: 0-3, Bonuses: HeavyCavalry x 3.0, Villager x 0.5, Artillery x 2.0


in melee, they do 42 dmg per hit or 84 dmg per 3 sec...

lol, only curis and opris do better than that.

posted 04-14-06 11:17 PM EDT (US)     97 / 108  
It does kind of piss me off how most of the balance changes were aimed at the British, who are now potentially OP, and almost nothing was done for the Dutch, who are now without any doubt, the worst civ in the game.

I have no idea where the hell the ranged cavalry bonus for artillery came out of, but I hope to God that it's nonexistant by .07, or at least the Ruyters get a bigger bonus for it.

posted 04-14-06 11:39 PM EDT (US)     98 / 108  
Yeah, you really have to wonder why they did that. Ranged cav had some soft spots, but now their weaknesses are reduced...

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posted 04-14-06 11:59 PM EDT (US)     99 / 108  

Quote:


Hey Ender, if I realized you were going to send hussars and spahis, I would've sent some ruyters instead. :P

Spahi are so overpowered they even walk right over Ruyters, unfortunately. If Ruyters hit and run, the Dutch villagers are dead meat. If villagers are being garrisoned, Spahi run away. There's really very little hope for Dutch against an Ottoman FF that includes Spahi (which is pretty much always).


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posted 04-17-06 04:17 PM EDT (US)     100 / 108  
Ender all I know is my ryuter shipment in fortress not only would kill all of your spahi but I wouldnt so much as lose a villager or a spahi.

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