New Campaign, AI - Patch 3.6
Earlier this year we previewed a plan for content updates with AOE II HD to provide a number of new campaigns to owners of AoF, as well as continued updates to AOEIIHD. Today, we're excited to announce Battles of the Forgotten is released, as well as the long awaited (and markedly more challenging) new AI. What are you waiting for? Hop in and check it out!
As always, you may need to reboot your steam client for the auto-update to appear.
Or head over to The Discussion Thread to chat about it.
New Default AI:
Would you like to play a game? The “Computer” AI has been overhauled and should provide a much greater challenge for players of all skill levels.
The original “Conquerors AI” has been made a selectable option for players.
Custom AIs are now selectable in multiplayer.
New Campaign (AoF)
The “Battles of the Forgotten” has been added to the Forgotten Campaign.
7 unique scenarios have been added.
Campaign map has been updated
General Bug Fixes:
Recorded games chapter buttons are now functioning correctly.
Recorded games no longer crash when restarting after chapter skipping.
Fixed multiple issues that caused the game to crash or corrupt saves.
A crash has been resolved that could occur when using the “Save Chapter” hot key.
Several issues have been resolved in Co
op games with spectators.
Spectators no longer force other player to be spectators if they were the same player color.
Players can now correctly add units in the Map Editor after Spectating a game.
Several adjustments have been made to ELO calculations around scenarios with dropped players.
The “Create Object” trigger no longer resets when making “Other” objects in the Scenario Editor.
Triggers may now modify diplomacy parameters even when diplomacy is locked.
The Population and Resource filters now default correctly in the Lobby Screen.
The buy/sell text is now scaling correctly for various resolutions.
A crash has been resolved when using the "taunt-using-range" action.
Double clicking now correctly selects units of the same type but different attributes.
Monasteries no longer spawn close together in Nomad Capture the Relic.
Fixed multiple issues that caused the AI town center to be placed incorrectly in nomad/steppe maps.
AI Kings now correctly garrison in nearby builds when theirs is under attack.
AI hunting related commands are now functioning correctly.
AI tendency to overproduce certain building types has been addressed (like siege workshops).
Large groups of units no longer get stuck on hills while attack
moving.
Performance improvements in some of Steam’s security systems.
Path finding performance improvements, specifically when villagers are in large groups.
Double
clicking the top of the screen no longer causes the game to toggle full screen.
A duplicate music track has been replaced with “Voodoodoodoo” which was previously missing.
Winning as a Random Civ now correctly increases both achievements.
Scripter Updates:
Added "skybox-clear-signal" AI scripting command (allows scripts to clear previously set signals so that the signal may fire again.
Added "skybox-set-name-mode” AI scripting command (allows custom AI developers to tell the game to use randomly-generated names).
The AI now correctly counts units with unit IDs greater than 900.
Added “sn-preferred-trade-distance”.
Added “sn-enable-patrol-attack”.
Added “sn-home-exploration-time”.
Added “sn-allow-adjacent-dropsites”.
Added “sn-wall-targeting-mode”.
Added “up-drop-resources”.
Added “up-get-victory-data”.
Added “up-send-scout”.
Localization Updates:
A crash has been resolved relating to the Vote screen in German or Russian localizations.
Russian history files have been added for HD.
Japanese history files have been added for HD.
Chinese text files have been updated for HD.
Added some strings that were missing in HD edition (that were present in the Forgotten).
Campaign Updates & Misc:
Gates no longer take damage when units pass through them.
Resolved a crash in Dracula 1 when sending the Power Cart into the Mining Camp.
In El Dorado 2 the gates now have an opening animation.
In Prithviraj 1 players are able disembark units from the transport ships correctly.
Various other issues have been addressed.
Alfred the Alpacca has been discovered messing around in the code mumbling something about his new game. We apologize in advance for any undocumented irregularities.