Age of Empires II (2013)

Age of Empires II (2013)

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onfire55 18 Apr, 2017 @ 11:55am
Patch Notes - 5.3 (Live) Discussion
Patch 5.3 has left open beta, and is now live for all players! As always, we will continue to monitor the forums and we look forward to hearing your feedback in this discussion thread!

Below are the issues that have been addressed in this 5.3 update:


Improved Network Speeds:
  • Removed the added network delay on game start
  • Tuned the calculations involving network speed granularity to address the issue players were seeing where the game felt too fast or too slow
  • Lowered the minimum command delay to allow max performance on faster machines
  • Improved the throttling system to allow for faster network speeds (where applicable)
  • In game ping/lag icons have been updated to appear in the correct situations
    • Yellow ping circles appear for players above 200ms ping
    • Red ping circles appear for players above 400ms ping (previously 700ms)
    • Turtle icons appear for each player that cannot maintain 90% of the simulation frame rate (previously only showed for the slowest player)

Community Focused Bug Fixes:
  • Repeatedly pressing hot keys during loading screens will no longer crash
  • Using standard AI and the original dataset will no longer randomly crash
  • Removing a unit from a queue should no longer randomly crash
  • Spectators opening the tech tree in the game lobby should no longer crash
  • Repeatedly loading into treaty mode games will no longer crash
  • Monk tool tip should no longer crash in Russian localization
  • Saving during a game should no longer cause a desync when watching the replay
  • Unit selection circles now behave correctly when unloading transport ships
  • Line of site circles should now correctly follow units (in rare cases they would be misaligned)
  • Villagers should no longer stop and attack wolves (ordering a move command will now take priority so users can move villagers if desired)
  • Player units should be less likely to get stuck in forests or teleport through walls
  • Full Random should no longer select maps that players do not own
  • Rise of Rajas main menu music should now randomly be selected
  • Custom campaigns should now unlock in order rather that always being unlocked by default
  • Custom campaign instruction images should now display correctly
  • Custom campaign instruction scrollbar should now display correctly and not hide text
  • Loading a saved campaign file and completing the scenario should now correctly unlock the next scenario

Community Focused AI Improvements:
  • AI Huns housing bonus should now function correctly with the original dataset
  • AI pathing around walls and gates is improved to avoid teleporting through them
  • AI should now attack correctly and no longer freeze during a game
  • AI improvements when sn-enable-patrol-attack set to 1
    • Soldiers should no longer get stuck in animation loops
    • Soldiers should now attack the wonder correctly
    • Villagers should now respond to weak units attacking
    • Villagers should now attack towers correctly inside town-size

Campaign Fixes:
  • Saladin 2 allied trade carts now travel to the correct market
  • Dracula 4 should now advance correctly after completing the first objective
  • Dracula 4 no longer gets stuck due to the AI monk during the Poenari cinematic
  • Sforza 1 should now reward soldiers after completing the Guitano's sidequest
  • Sforza 3 has a visually changed to clearly show the path to the monastery
  • Sforza 3 has improved AI resign logic, players no longer need to destroy all enemy assets
  • Dos Pilas triggers should now behave correctly
  • Prithviraj 2 should finish correctly even if the purple player is the last to be defeated
  • Sundjata 4 should now complete the rescue princess objective correctly
  • Sundjata 5 should now be easier
  • Yodit 2 AI should now function and attack correctly
  • Yodit 3 triggers should now function correctly when Dagnajan reaches the mountain pass
  • Yodit 3 ending dialogue should now appear correctly
  • Yodit 3 Begemder AI should not be easier to defeat
  • Yodit 4 should now complete the appropriate quest when conquering all nearby tribes
  • Yodit 4 Stelae should all provide resources now
  • Yodit 4 Stelae should correctly change ownership to the AI when their troops are next to it
  • Yodit 5 petard trigger should no longer fire twice
  • Le Loi 5 AI should now attack correctly
  • Bayinnaung 1 cinematics should now appear correctly

Balance Improvements:
  • Malay cheaper fishing ship cost removed
  • Malay Battle elephants 25% cheaper (rather than 20%)
  • Malay age up bonus decreased from 100% to 80%
  • Elite Rattan Archers +1 bonus attack vs infantry removed
  • Elite Camel Archers +1 bonus attack vs infantry removed
  • Elite Karambit warrior pierce armor reduced from 2 to 1
  • Arquebus speed modifier on bombard cannons and bombard towers removed
  • Harbors reload time increased from 2.5s to 3s
  • Harbors HP reduced from 2200 to 2000 (docks are 1800)
  • Elite Arambai search radius increased by 2 (so they target easier)
Last edited by onfire55; 19 Apr, 2017 @ 4:26pm
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Showing 1-15 of 256 comments
Tredesde 18 Apr, 2017 @ 12:01pm 
Hey guys it looks like the patch notes got cut off at the end? Are there additional Balance Improvements that were made?
Mr_F0NG 18 Apr, 2017 @ 12:05pm 
ITS CHRISTMAS IN SPRING!
onfire55 18 Apr, 2017 @ 12:11pm 
Originally posted by Tredesde:
Hey guys it looks like the patch notes got cut off at the end? Are there additional Balance Improvements that were made?
I've updated the notes - only the last word was cut off :)
Last edited by onfire55; 18 Apr, 2017 @ 12:11pm
Maitah 18 Apr, 2017 @ 12:28pm 
Start on working by fixing the units "path finiding" because it's game breaking !
Also remove the bilister elephant can cut trees, it make game unbalanced for some maps :)
FastHamster 18 Apr, 2017 @ 12:34pm 
Sweet. Nice work. Thanks for the continued support and development.
Magicrusher 18 Apr, 2017 @ 12:39pm 
Hi, thanks for support and developement so far ! Can you please nerf condos ? In a way to upgrade into elite condos with the current stats and make the normal condos weaker please.. they are way op.
Last edited by Magicrusher; 18 Apr, 2017 @ 12:40pm
Old Shatterhand 18 Apr, 2017 @ 12:42pm 
Originally posted by onfire55:
  • Dracula 4 no longer gets stuck due to an issue with the AI monk during the cinematic
nice! Now I can finally finish that scenario.
-Dare Devil/x/ 18 Apr, 2017 @ 12:46pm 
-Like the patch a bunch! Can't wait to test MP again!
Xinnobun 18 Apr, 2017 @ 12:46pm 
YESSS 5.3 is finally here ladies and gents! Can't wait to try it out when I get home.
Sir Chriskurt 18 Apr, 2017 @ 12:51pm 
thank you a lot for the support!!! really!
By the way, the problem with the limit population it's more complicated than what it looks right? keep the good work!
CheeseOnToast  [developer] 18 Apr, 2017 @ 12:59pm 
Originally posted by cnk_09:
thank you a lot for the support!!! really!
By the way, the problem with the limit population it's more complicated than what it looks right? keep the good work!

What do you mean?
GrizzGolf 18 Apr, 2017 @ 1:09pm 
Cant wait to try this patch!
Laptop 18 Apr, 2017 @ 1:24pm 
Great stuff! Thanks for taking the time to test it and not rush it out the door beforehand like some users in the community have suggested in the past...

Onto 5.4!
Kara 18 Apr, 2017 @ 1:27pm 
I started the african campaign recently, after i didnt enjoy the forgotten ones at all i was enjoying the african ones much more. I was stuck for 2 days on sundjata 5, with many retries. It was just near impossible. I just beat the game and i can continue enjoying the rest now. This is on hard obviously.

I think the nerf might have been too much because it was pretty easy this time. You guys went a little bit too overboard with giving me so many upgrades. Went a little bit overboard with nerfing the enemy navy. Besides that it was fun. The insane constant ai enemy spam was deff too strong.
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Date Posted: 18 Apr, 2017 @ 11:55am
Posts: 256