Age of Empires II: Definitive Edition

Age of Empires II: Definitive Edition

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Mar 13, 2024 @ 1:03pm
Age of Empires II: Definitive Edition - Update 107882
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Showing 1-15 of 41 comments
Sad about the lack of new civs or new Architecture Sets.
Ocean Echo Mar 13, 2024 @ 4:09pm 
You will never solve the pathing problem until you realize that flocking needs to be removed from this game COMPLETELY. No other strategy has such problems with finding path as you have. Until you do this, armies will always gather in convenient groups for onagers targets instead of following commands.
Cat Of War Mar 13, 2024 @ 6:30pm 
onager master race
Wololo_King Mar 13, 2024 @ 6:31pm 
On xbox PC App the update didnt apper , at least for me
Photon Trooper Mar 13, 2024 @ 7:09pm 
Originally posted by Patch Notes:
The match will no longer terminate for all players when one player in a game with more than two players goes out of sync – only the desynced player will be dropped.

Fixed an issue where it was possible to pause the game endlessly in Multiplayer, instead of being limited to 10 pauses.

HALLELUJAH!!! It would be great if they fix people going OoS on purpose in AoE I DE as well.

Nevertheless, a solid W from the Devs.

:wololo:
jonoliveira12 Mar 13, 2024 @ 9:34pm 
Originally posted by Ocean Echo:
You will never solve the pathing problem until you realize that flocking needs to be removed from this game COMPLETELY. No other strategy has such problems with finding path as you have. Until you do this, armies will always gather in convenient groups for onagers targets instead of following commands.
That is on purpose. Units always moving in formation is a feature of AoE2, and taht is exactly how historical armies moved, so it is thematic.
outlaw_hat Mar 13, 2024 @ 10:59pm 
Is LAN gaming fixed now?
Adam Beckett Mar 13, 2024 @ 11:18pm 
Meaningful and important updates. Nicely done.
:47_thumb_up: :TerribleFace:
FloosWorld Mar 13, 2024 @ 11:52pm 
Originally posted by jonoliveira12:
Originally posted by Ocean Echo:
You will never solve the pathing problem until you realize that flocking needs to be removed from this game COMPLETELY. No other strategy has such problems with finding path as you have. Until you do this, armies will always gather in convenient groups for onagers targets instead of following commands.
That is on purpose. Units always moving in formation is a feature of AoE2, and taht is exactly how historical armies moved, so it is thematic.

Side note: during the Alpha/Beta days of AoE 2, you had a "no formation" option
MrKirby Mar 13, 2024 @ 11:58pm 
Originally posted by outlaw_hat:
Is LAN gaming fixed now?
It's in the known issues segment, it'll be fixed in the next update according to the patch notes
Celtic Keeper Mar 14, 2024 @ 12:16am 
I love the formation control change, having an army form up in column only when tasked to relocate at least 30 tiles away.
I hope it works as intended.
I adore the transport/siege unit garrison improvements as well as the other QOL additions! Thank you devs.

Oh yes! Go Flaming camels!!!
Please Make Flaming camel a regional unit for all the steppe civs!!
Nomads of the Steppe DLC
https://docs.google.com/document/d/17mg3asAbGmSDyR0Gv0fqnB7l6b1KZXL9SIO1nMUb3tA/edit?usp=sharing

For DE2 Medieval I would love to see Unit skins added to the campaign DLC.
I love the trend of the devs giving us more and more cultural/regional/historical units to each civ with every DLC. From the Eagle warrior,steppe lancers,Battle elephants,Siege elephants, Elephant archers to camels, shrivamshra riders, Inca Slingers,Roman Legionaries, The Sassanid Savar, and Polish Winghed Hussaria.
I would relish cultural/regional/historical unit skins for the A,B,S units of each civ.
The moment we have this then I can once again play all of the campaigns (I have not played a campaign since the Conquerors DLC.)

Once we have that, then I will purchase this DLC (As well as similar DLC's)
So for now, this is the first ever DLC I will not be purchasing.

Acompanying the Norse Campaign, I really wished that we'd get a Longboat buff:
UU - Longboat (warship) - Unique ship that fires multiple javelins (from castle age) as well as transport foot units (Infantry/vils/monks/kings only)
In feudal age Longboats can’t fire javelins.
Longboats transporting skirmishers gain added pierce armour and attack.
Feudal age longboats transporting skirmishers gains an attack.
Nordic & Celtic Chieftains DLC:
https://docs.google.com/document/d/1s8h9RoF7yFrA57-eED8AuLHn1b5fiHz18h4HJLVen5E/edit?usp=sharing
Last edited by Celtic Keeper; Mar 15, 2024 @ 1:18am
pseudo Mar 14, 2024 @ 1:14am 
Good patch.
Wish it got here sooner, but it is what it is.
Jagulars Mar 14, 2024 @ 3:15am 
Damn. These new UI commands are fire.
mrMAXXXXXX Mar 14, 2024 @ 6:10am 
ну и как в РФ обновить ???
Ocean Echo Mar 14, 2024 @ 7:07am 
Originally posted by jonoliveira12:
That is exactly how historical armies moved, so it is thematic.
Also historical armies carried provisions with them, did not consist of one type of units, did not build castles at the enemy’s gates and did not fight with swords against ships. Your argument is invalid.
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