You must be logged in to post messages.
Please login or register

General and Strategy Discussions
Moderated by Maffia, JimXIX

Hop to:    
loginhomeregisterhelprules
Bottom
Topic Subject: Complete list of Patch 1.06 changes
« Previous Page  1 ··· 3 4 5  Next Page »
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 04-17-06 04:19 PM EDT (US)     101 / 108  
@seancahn, you are uber, we cant compare ourself with us.

A large force of spahi will kill anything you use against it. Especially when they also have great bombards. You know it will happen so get enough stables and mass ruyther


"such a kind fellow!" ~ ķįŋğ_Ćħŗĩš_ĬĬ

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

posted 04-17-06 04:21 PM EDT (US)     102 / 108  
lol
Ottos should be able to make Spahi at stable for like 300+ res and cost 5 pop

ESO2: JunkFood_Knight

[This message has been edited by Junk Food Knight (edited 04-17-2006 @ 04:21 PM).]

posted 04-25-06 02:53 PM EDT (US)     103 / 108  
Can't wait to get back home and get back to playing online. It's slower than old people **** when I play through the school's connection.

Well, it seems that Wallenstein's Contracts is pretty much useless, unless you've got half your deck as mercenaries and have some sort of experience farm.

I say mercenaries shouldn't come out in one shipment...they should come out one or two at a time like Ottoman villagers. That would be the complete fix right there (as far as I know. It's been a while since I played a friggin person.)

Everyone's going to be blowing the British now. Extra crate means another villagre in the beginning, not that it's not hard to start churning those little bastards out in the beginning anyways.

The big weakness in Germany's game now is the fact that their initial wagons have MUCH more value because of scarcity. If they get raided, they get pushed back further than Ottoman would.

Dutch need some love, although I've got no problem stomping out an expert computer opponent with them (haven't tried with the 1.06 patch yet). If you sped up the Dutch skirmisher, you could hit and run all day long, which, in essence, should be the strength of those units, but isn't as strong as it should be. Nevertheless, that would make well-microed skirmishers long range cheap abus guns (without the bonus).

Couldn't they have just increased dutch villagers by 10 or 20 percent and kicked their gathering rate up a smidgen? Their nature seems to be strictly defensive unless you're up against someone who's holding the mouse backwards and wondering why he keeps setting the gathering point for the Town Center.

I'll stop rambling now.

posted 04-25-06 02:58 PM EDT (US)     104 / 108  
I think Dutch could be fixed by making their settlers 75 gold and allowing them to build 10 banks. But hey, thats just me :P

ESO: empirejoao3
Clan:Proud
"You know the world is going crazy when the best golfer in the world is black, the best rapper is white, and the tallest guy in the NBA is Chinese" LOL!!!
posted 04-25-06 06:42 PM EDT (US)     105 / 108  
That's asking waaaaaay too much. 10 banks? At the end of the game, you'd be unstoppable. Now, if the Dutch had a very specialized way of starting that made them very slow by nature, then they'd be used in team games and protected until they got to that point. In that case, then you're marginalizing them and making them useful only in specific instances. Where's the fun in that? make them gather a little faster, but not as fast as Coureurs or make them move faster.

Now that I think about it, just making them move faster might not do it, but it'd be an interesting start. Maybe if they made the skirmishers reload a touch faster than other skirmishers...maybe that'd help out.

posted 04-25-06 07:14 PM EDT (US)     106 / 108  
[sarcasm] I think Dutch could be fixed by making their settlers 75 gold and allowing them to build 10 banks. But hey, thats just me :P[/sarcasm]

Did I got it right?


ESO - Walker

>> Napoleonic Era --> Visit their Homepage!
"Holy *****" > Thunder (Ensemble Studios)

Retired from AoE3. But I do play AoK HD in Steam now and then.
posted 04-27-06 03:51 PM EDT (US)     107 / 108  
You know what else would be good (perhaps). They should wildly inflate the price for artillery. There's no way someone should be walking around with anything more than 5 bombards or perhaps 8 culverins at any given time because it should be too expensive to lose them. The game should be fought over artillery in later games and it should be harder to get said artillery.

No, no sarcasm here this time, but I think artillery should be more of a commodity than it currently is.

posted 04-28-06 02:36 PM EDT (US)     108 / 108  
·Longbowman autoattack range increased to 20
H4wt!
Can't wait to download all of these patch things and play again.

"Hell is not place you go if you're not a Christian, it's the failure of your life's greatest ambition"
"Put you hands in the air like you've got the heat to you back / And shake your body like a baby, born addicted to crack"
both by Immortal Technique "Leaving the Past"
« Previous Page  1 ··· 3 4 5  Next Page »
Age of Empires III Heaven » Forums » General and Strategy Discussions » Complete list of Patch 1.06 changes
Top
You must be logged in to post messages.
Please login or register
Hop to:    
Age of Empires III Heaven | HeavenGames