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[AoFE] Official Bug & Balance list

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[AoFE] Official Bug & Balance list

Postby  Cysion » Wed Jan 02, 2013 7:56 pm

Hey all, loving all the discussion about Age of Empires II: Forgotten Empires so far. To keep transparency and oversight, I'll keep track of all the bugs & balance changes in this topic. Feel free to keep discussing anywhere in the forums! :)

Fixed in 1.2
Won't be fixed

  • Sultans makes villagers +110% faster instead of +10%
  • A few Win 7/8 issues and the inability to play on "lol-installations"
  • Double hunting dogs for Mongols (2nd one is a nerf for the first tech and slows your villagers down again)
  • Inca voices either too loud or inaudible.
  • "Turn Statistics off" is shown instead of the upgrade costs for Genoese xbow and Ele archer
  • AI bugs and superfluous chatting from certain AIs
  • Palisade gate in tech tree
  • Stable is still shown in Inca tech tree, Stone wall in Hunnic tech tree.
  • Hotkey for palisade gate
  • Faster startup times due to automatic portforwarding
  • Volume issues (volume will be linked to system volume again, only affects Win XP and earlier)
  • Go-to TC not focussing on the TC on "hill start maps" (Hill Fort, Acropolis, Golden Pit)
  • Indian move/attack voices mixed up
  • Tlatoani doesn't work
  • Japanese bombard towers can fire 3 bullets
  • Rain unit can be attacked by villagers
  • Halbs +2 damage vs Cavalry (was mistakenly changed)
  • Conquistadors affected by Turkish team bonus
  • Treb LOS bug
  • Boyars make no sound when dying
  • Some teambonuses cut off on tech tree on 800*600 resolution
  • Elite Magyar Huszar tech not in the trigger list
  • Yasama does not affect towers that have been built before keep/guard tower is being researched and the upgrade is done before the tower is up
  • Western walls (under construction) have enormous selection radius
  • Meso and Italian construction walls have no outline behind buildings
  • Viking team bonus not edited in the tech tree (15% cheaper docks instead of 25%)
  • Elite Throwing axeman cost incorrectly displayed in the tech tree
  • Elite Kamayuk upgrade cost incorrectly displayed in the tech tree
  • Mesoamerican gates have flying flags
  • Stormy dog has genoese crossbowman icon
  • Gillnets +15% in the tech tree, but +25% in the data.
  • Gates are not affected by Inca bonus (-20% stone)
  • Indian trade workshop should look middle eastern, not far eastern
  • Orthodoxy doesn't apply to Monks with Relics
  • Aztec +15% military training speed bonus doesn't apply to trebuchets.
  • Turkish tec Bombard Tower costs 400w. It should be 200w according to civ bonus(50% off)
  • Italian Gillnets costs 50f 50w. It should be 75f 100w according to civ bonus(dock tec 50% off)
  • Palisade gates not affected by Mayan teambonus

Random Maps:
Maps that are currently being revised
  • Black Forest: Old map returning
  • Highland: sometimes has no shallows
  • Regicide mode doesn't work on Golden Pit, Hideout, Hill Fort and Steppe


Balance issues will be looked into after thorough discussion & testing, things that are under heavy consideration:
(Elite) Unit means the change applies to both the base and the elite unit.
  • (Elite) Magyar Huszars -1 attack
  • (Elite) Magyar Huszars -2 bonus attack vs Siege
  • (Elite) Kamayuks -0.05 speed (slightly slower than most UU, slightly faster than champs)
  • Elephant Archers -50 HP
  • (Elite) Elephant Archers +1 pierce armor
  • (Elite) Elephant Archers +0.1 speed
  • (Elite) Elephant Archers -2 bonus attack vs buildings
  • Elite Plumed Archers -1 range (like other UU archers)
  • Indians Villager bonus: 10% 15% 20% 25% (from Dark to Imp)
  • Indians receive Faith
  • Indians receive Heated Shot
  • Indians lose Treadmill Crane
  • Indians Fishermen bonus reduced to +15% and +15 carry capacity (from 25% / +25)
  • Indians team bonus changed (+5 attack vs. buildings instead of +1 armor)
  • Slavs lose Bracer
  • Slavs receive Plate Mail Armor
  • Slavs receive Heavy Cavalry Archer
  • Yasama extra arrows -1
  • Berserkergang cost 850 food, 400 gold (from 500 food, 850 gold)
  • Ironclad -1 extra armor

Will be adjusted:
  • Incas receive banking
  • Elite Boyars 14 base attack instead of 16 (it was meant & tested like this)

Possible, not definite:
  • Real world maps added as templates for scenario designers
  • 1000 pop optional
Last edited by  Cysion on Sun Feb 17, 2013 4:30 pm, edited 29 times in total.
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Re: [AoFE] Official Bug & Balance list

Postby  Akarnir » Wed Jan 02, 2013 8:15 pm

If the Japanese unique tech doesn't make their guard tower/keep OP, then This means that Arrow towers need a clear boost for all civilization.

Throwing Axeman could be more useful, overall in imperial Hand canoner are better,and you only have a small window in castle age were they seem efficient.
I'm not expert, but this unit was never really appealing. And coincidentally I almost never see someone using them extensively, like others UU.

PS : I remember reading you on your own website (box), complaining about the lack of the uselessness of the franks ''free bloodlines'' bonus. Do you still feel the same way? If so will it be reflected in next balance changes?
Last edited by  Akarnir on Wed Jan 02, 2013 8:20 pm, edited 2 times in total.
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Re: [AoFE] Official Bug & Balance list

Postby  SCNElite_Paladin » Wed Jan 02, 2013 8:15 pm

just when I thought aofe team can have rest now after release of game.
lot of new work showed up
:lol: :lol:
good luck guys
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Re: [AoFE] Official Bug & Balance list

Postby  SouFire » Wed Jan 02, 2013 8:35 pm

Can you give a sheep to chinese like incas? then china will back to be a good civ, i have tested it and more sight doesn't help in 60% of the games.

My suggestion to Elephant archer is increase the range atleast to 6 or the speed, teutonic kths runs faster :geek:
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Re: [AoFE] Official Bug & Balance list

Postby  Kondrikthus » Wed Jan 02, 2013 8:45 pm

A couple people (myself included) suggested during the stream chats that the elephant archers could be altered to fire two or more arrows at a time. Was this suggestion ever tested? I don't think it's equivalent to doubling or tripling the attack (as not all arrows will hit), and if thumb ring makes this too powerful against single-units then it might be possible to just have them attack multiple targets at once, a sort of ranged version of the Cataphract trample damage or Druzhina. Just a thought.
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Re: [AoFE] Official Bug & Balance list

Postby  TurboB1337 » Wed Jan 02, 2013 9:00 pm

- Volume issues (volume will be linked to system volume again, only affects Win XP and earlier)

Why? What are the issues? I don't like to change back to system volume (because I have XP :D)
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Re: [AoFE] Official Bug & Balance list

Postby  LukeMam » Wed Jan 02, 2013 9:30 pm

The best solution for balancing Indian's early game IMO is to do one of three things:

1) All land maps (i.e. arabia, black forest) should have one pond per player, and each pond should have a fixed amount of shorefish.

2) Shore fish should only be found in water maps. Arabia and black forest can have ponds, but there should be no fish in them.

3) Indian's early eco bonus should be changed to something else, like shore fishers carry +25 fish.

The problem right now is not that Indians are broken early on; rather, it's that choosing Indians on land maps is like gambling a 50-50 chance. If you have plenty of shore fish, then they'll be as fast as the Britons or even the Mongols. If you have no shore fish, then they'll be super slow. This is purely luck based.
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Re: [AoFE] Official Bug & Balance list

Postby  Gallas » Wed Jan 02, 2013 10:59 pm

What problems / bugs I found in AOFE:

- Waterfall: It have only 3 rotation. Should be great 8.

- Reclick: Old bug from aoe... in editor if put gaia/other unit, and reclick on that's effect, it's clear it. IDK is it fixable or not, but it's a bit annoying "need avoid click on it again" stuff.

- 1-999 taunt: The AOFE run 1-999 taunts without numbers. It's sometimes funny (example if cpmuter attacked by enemy play the baby cry sound file) But it was really frustrating when always played the 254. sound file when start any new game. Should be an option turn on/off the taunt sounds playing without deleting it.

- Magyar huszar no tech: The Elite magyar huszar technology isn't in technology list in trigger editor. (other new civs have except this one) Both Conditions and effects!

- windows mode: I heard about AOFE will support full screen mode (yes it do and I love it) and windowed mode. Am I not found it, or it's not in this version. Will be in sometime?

- Multiple run: I never saw any mode which allow it, but should be cool, if game can be run multiple times.

- Trebuchet missile: The old trebuchet missile bug. If your missile in the sky, and treb. die, the missile not do damage.

- Computer not attack villagers: A bit wondered me, but the computer not attack villagers. Ally's and my also. Difficult not count.

- aokTS: I know this is not AOFE bug, but aokTS not working with this mod. When click on triggers menu it's crash, maybe the mod's triggers editing make it, becuase the problem is not with new units / buildings.

- Others: i see others already wrote some bugs what I found also. Like india gold farming not 10%, incas sound files loud, magyars silent, japan bbt a bit strong with 4x.

Keep on, the AOFE is awesome, but need more time to be perfect:)
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Re: [AoFE] Official Bug & Balance list

Postby  Bandi_ » Wed Jan 02, 2013 11:32 pm

The UserPatch builds in to AoC with AoFE. Please fix this.
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Re: [AoFE] Official Bug & Balance list

Postby  Biz » Wed Jan 02, 2013 11:37 pm

can we get cartography to auto-research?

less clicks = better game
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