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Steam Age Of Mythology Update Required?

HAIL, MYTHICAL HEROES! After a month of previewing the latest changes to the game, we are incredibly excited to officially innovate the side by side major update for Historic period of Mythology: Extended Edition: UPDATE ii.viii!

With the help of the community, we've pulled together a long list of much-desired fixes, residuum changes, gameplay tweaks, and fifty-fifty some all-new surprises to satisfy your Myth needs! The team even added some additional features thanks to the feedback we received during the  two.8 Patch Preview; and so to everyone who took the time to play, discuss, or fifty-fifty experimented with a beta build for the commencement time: YOU ALL Rock!

Evidently we recommend that yous have the time to read through the full modify log, below—if simply to make certain you're equipped and prepared to face the new battlefield. Just for those who want to bound correct into the action, here's an overview of the major changes you'll see in the latest version of the game:

  • Implemented various Performance and Stability improvements!
  • Desync Fixes for several unique issues!
  • A Boatload of Balance Changes!
  • A Plethora of Gameplay Tweaks!
  • NEW Map: Blue Lagoon!
  • Several new Cheat Codes!
  • Expanded Scripting Functionality for Modders!
  • …and more than!

Once yous've had a chance to play with the changes, let u.s.a. know what you think; visit our official gathering spaces to meet others, conversation, organize games, and share your experiences with the new and improved Myth.



Think: if you participated in the Patch Preview, don't forget to opt-out of theMythBETA so yous can multi-play with the rest of the community! Over again: a huge thanks to anybody who continues to support the game with their feedback and fourth dimension! We hope you enjoy these latest changes and keep to discuss what yous'd like to run across in the Hereafter for Myth!

As always: stay safe, wash your hands, wear a mask, GAME ON, and PROSTAGMA! ❤

—The Historic period of Empires Team

♦     ♦     ♦

Download on STEAM

Remember that you'll demand update your game in Steam:

  • Open Steam.
  • Click on Library  to see your games list.

If you were playing on the Patch Preview build:

  • Right click Age of Mythology: Extended Edition  and select Properties…
  • Click the Betas tab and set up the first drib-down box to "None – Opt out of all beta programs"
  • Press Close .
  • Await for the game to download the latest game files.
  • Open up the game. The title screen should read Build 2.8.#######

If you lot werenonrunning the Patch Preview build:

  • Click Downloadsat the lesser of the Library window.
  • [If the new build does non download automatically,] click the Download Now  button to manually download the new update.
  • Wait for the game to download the latest game files.
  • Open up the game. The title screen should read Build ii.8.#######

That'southward it; y'all're ready to play!

♦     ♦     ♦

Having trouble downloading or playing the build? Visit the officialHistoric period of Mythologyforums.

NEW CONTENT & FEATURES

  • A new map is now bachelor in the Random, Random All, and Random Land Map pools: BLUE LAGOON!

A new cheat code has been added for Historic period of Mythology: Extended Edition owners:

  • WRATH OF CYCLONE: Turn all your units into mighty Titans!

Several new cheat codes have been added for Age of Mythology: Tale of the Dragon owners:

  • POWERS FROM DIYU: Grants four random god powers! (Similar to ZENOS PARADOX from The Titans expansion.)
  • Anoint ME FU XI: Spawns all Tale of the Dragon heroes at your Town Eye! (Similar to ATLANTIS REBORN from The Titans Expansion.)
  • TITANIC: Titans can walk in water!
  • WOLOLO: Chinese Monks ♪ wololo ♪ in joy when they convert enemy units!

GAME

Stability

  • Fixed a retentiveness leak caused by improperly-defined audio files.
  • The game no longer crashes when exiting a match equally an observer while a god power inaugural is active.
  • Converting units into units with the ability to auto-gather resources (i.e. cows) no longer crashes the game.
  • Converting units into an object without an AI controller—such as a relic—no longer crashes the game.
  • ThenoPregameScenariomodifier no longer crashes the game by attempting to separate by nix.
  • Fixed a crash tied to unit pathing where retentivity would be called before information technology was allocated.

Performance

  • Optimized the manner desyncs are checked per unit, thus improving the performance of multiplayer team games and large maps.
  • Improved how multiplayer lag is mitigated by dropping frames before for lower spec machines. This should improve the experience for everyone rather than limiting the frames to the player with the slowest calculator.
  • Increased the terrain cache size, thus increasing the performance of the game when zooming in and out.
  • Improved the render frame scheduling to foreclose the occurrence of v-sync stalls.
  • Fixed an event where players would experience heavy lag spikes from Steam calls that would occur during the game.
  • Stock-still an outcome where giant maps would lag due to Wave audio calculations.

Gameplay

  • The" Random" god choice option is at present fully random and no longer considers other gods on your team.
  • Added a new settings choice todisplay a unit of measurement'southward wellness when information technology is being damaged.
  • Added the ability to drop off relics in an centrolineal player'south temple.
  • Added the ability to repair whatsoever centrolineal structures that are not flagged with the NoAllyRepairflag. (Currently, only theWonderhas this flag.)
  • Players can no longer "foundation scout" unfinished Town Centers beneath the Fog of War.
  • Resources hidden by the Fog of War now display the proper (gather) mouse cursor if they've since been depleted but not re-scouted.
  • Huntable animals will always be displayed with full health (rather than their electric current health) when curtained by the For of War.
  • Huntable animals are no longer detectable behind the Fog of War layer past using group option.
  • Loading a save game will no longer result inGardens generating all resource types.
  • Unfinished buildings that are part of a command group volition no longer prevent the apply of hotkeys to create units.
  • Buildings are no longer constructed slower if the initial builder is garrisoned.
  • God powers tin can now exist properly cast on flying units at the border of the map.
  • Blessed Construction:Fixed an issue where the power would only work on a unmarried building when multiple were selected.
  • Geysers: Tin can now exist spawned beneath mobile units.
  • Fixed certain exploits related to the Hesperides Treeand Dryadunits.
  • Inferno:When choosing targets, units will no longer exist selected after reaching the unit impairment cap. This allows it to continue damaging buildings when the unit impairment cap has been reached but the building impairment cap has non.
  • Inferno: Reworked to at present respect damage limits.
  • Bounding main Snakesno longer show upward as idle military.
  • TheSpiders god power tin no longer exist used to actuate campaign triggers or the Sudden Expiry countdown.
  • War Salamandersno longer path off the map to featherbed obstacles or cantankerous cliffs.
  • Implemented a potential fix for units pathing into objects such equally gold mines.
  • Stock-still an result where hotkey customizations would not save properly, causing both the custom and default configurations to be active at the same time.
  • Fixed an issue where SHIFT+clicking to queue attack commands would event in the army moving to where the enemy units were killed.
  • Fixed an issue where melee units would ignore their queued attacks on buildings if under assault.
  • Stock-still an outcome whereLevy,Conscripts, and other technologies that increment training speed could remove a unit from the build queue.
  • Unfinished Isis monuments no longer block god powers when something in the world is converted.
  • Fixed theAuto Queuebut activating on a single building when multiple were selected.
  • Fixed various issues where players could be kicked from their game for non owning DLC-specific units.
  • AI-controlled players will now properly unload units every bit a group rather than one at a time.

Graphics

  • Textures and particle furnishings with partial transparency volition at present render correctly (i.e. Locust Swarm).
  • Stock-still the rendering of environment cube maps (i.e. Shiny Scarab, Battle Boar, Kraken, and Implode Sphere).
  • Stock-still an issue where particles would display the incorrect colors, and meshes would utilise condiment blending (i.east. Rainbows, Phoenix, and Phoenix Eggs).
  • Fixed Skybox not working when displayed at 4k resolutions due to the far z-airplane not being set properly.
  • BRG models now support upwards to 60k vertices (previously, the limit was 10k).
  • The animation viewer dummy axis at present renders properly.
  • Texture blending for frosted and petrified units at present works properly on units with alpha.
  • Specular is now correctly applied to units and terrain.
  • Fixed point lights not being set to attachpoint position.
  • Fixed attachpoint positions when units are scaled.
  • Fixed units not maintaining their scale when below the Fog of War.
  • Doubled the opacity of Fish to brand them easier to see.
  • Stock-still the display of Siege Belfry shadows.
  • Implemented a potential fix for the "white and invisible" unit problems.
  • Implemented a potential fix for highlighting particles forth with highlighting units.

Audio

  • The main carte du jour music no longer loops indefinitely.
  • Stock-still an issue where ambience game sounds would neglect to play.
  • Added ambient sounds missing from the Tale of the Dragon DLC.

UI

  • Fixed the description of theOld Atlantismap to clarify that the player does not start on an island.
  • Stock-still theRegicidedescription to clarify that the player starts with a Citadel rather than a Fortress.
  • Fixed theSentinelhistory file to no longer reference a specific number of Sentinels, since it is a variable based on the balance.
  • All civilizations tin can at present see how many charges they have of a given god power.
  • TheTornado god power now appears on the minimap for its entire duration (and not longer).
  • TheLocust Swarm god power is now properly displayed on the minimap.
  • Kronos can at present fourth dimension shiftMarketspast clicking the corresponding button in the Market UI.
  • Fire Shipsat present brandish the correct upgrade in the technology tree.
  • Updated all costs in the technology tree to display the right values.
  • Observers are no longer shown the ELO dialog at the terminate of the game.
  • The Ox Cart's inquiry queue is no longer ignored past the production tab of the Observer UI.
  • Fixed the automobile-queue not displaying when multiple buildings are selected.
  • Removed in-game settings for Twitch.tv, equally they are no longer supported.
  • Stock-still the "z" order of some UI elements so they display properly.

CIVILIZATION BALANCE

Full general

  • TheOracle Bone ScriptandLandlord Spirittechnologies now apply the correct modifiers.
  • Monks can now properly attack all units.
  • Ocean Snakes tin at present properly assail all units.

Atlantean

UNITS

  • Atlantean Villagers will no longer cease building or repairing structures when converted to a Hero unit.
  • The bonus damage dealt by Atlantean Villagers to Ready's Animals is at present dealt as a ranged assault rather than a hand attack.
  • Automaton: Reduced health from250to230 hp.
  • Cheiroballista: Reduced the bonus impairment dealt to theDestroyerHero from400%to300%.
  • TheLampades'special assault and the Anarchy god power no longer affects: Pegasus, Hippocampus, Raven
  • TheLampades'special attack and the Chaos god powernow affects: Hades Shade, Serpents, Bounding main Snakes, Sentinels
  • Onager:Increased crush damage fromthirteentoxiv.

POWERS

  • Reduced the number ofDeconstructioncharges from3to2.
  • TheShockwave god power at present correctly affects animals.

TECHNOLOGIES

  • Architects: Removed the pierce armor provided to Heaven Passages (was +5%).
  • Architects:Removed the pierce armor provided to the Tartarian Gate (was +25%).
  • Horns of Consecration:Increased the bonus favor granted per Town Centre from0.01 to0.02.
  • TheVolcanic Forgetechnology now (properly) applies its benefits to Cheiroballistae.

Chinese

UNITS

  • Fire Lance: Increased pierce impairment from4to5.
  • Fire Lance: Reduced preparation time from15to12 seconds.
  • The Fire Lance tin now properly Garrison.
  • Immortal:Increased pierce attack fromvitoseven.
  • Immortal:Reduced range fromxivto13.
  • Immortal:Now gains+one rangeper Age (to a total of sixteen in the Mythic Age).
  • The Immortalnow gains the benefits of theGolden PeachesandAngelic Palacetechnologies.
  • TheImmortalis now trainable from the Castle.
  • Monk:Reduced the time it takes Shennong Monks to convert Myth units from15 to14 seconds.
  • The Monkey King can now properly use its special assail on Earth Dragons.

POWERS

  • Imperial Examination: Now properly affects Towers.
  • Regal Exam: Now works on Settlements.
  • Imperial Examination:Reduced the overall duration from60 to45 seconds.
  • Recreation: Increased the number of villagers resurrected from3toiv.
  • Great Alluvion: Now picks up all units it hits.
  • Great Flood: Reduced the maximum harm dealt to buildings from8000to4000.
  • Great Flood: Reduced the hack harm dealt over time from two.vto1.vper second.

TECHNOLOGIES

  • Dragon Scales: Now applies its benefits to Heroes.
  • Golden Peaches: Increased the health bonus granted to units trained at the Castle from+xx% to+25%.
  • House Altars: Reduced thenutrient,wood, andgilded required to research the technology from150to100. Increased theFavor cost fromtento15.
  • Landlord Spirit: Can now also exist researched in the Temple.

Egyptian

General

  • The bonus hack damage granted pastSetto his animals upon reaching the Classical Age has been reduced from70% to35%.
  • Chariot Archers tin can no longer garrison inside Siege Towers.
  • Egyptian laborers now construct all wall lengths at the same rate.

POWERS

  • Meteor:Reduced the radius of the touch on site from32to25.
  • Shifting Sands: Reduced the minimum unit of measurement health shifted fromthouto400.
  • Locust Swarm: Adjusted the placement type from "Expanse of Effect" to "Place on Unit." The Locusts will now spawn on the unit beneath the cursor (like Commodities).

TECHNOLOGIES

  • TheSlings of the Sunapplied science now grants Slingers the proper damage bonus against all infantry units.

Greek

UNITS

  • Myrmidon:Increased unit speed fromivto4.3.
  • Myrmidon: Increased unit of measurement health from110 to120.
  • Bellerophon (Hero): Reduced hack impairment of the special attack fromseventyto60.
  • Hippolyta (Hero):Reduced the speed of her assault blitheness fromtwotoi.75seconds.
  • Polyphemus (Hero):Increased health from540 to700 hp.
  • Polyphemus (Hero):Updated his special attack to just target Myth units, though information technology is now an instant kill.

The Dr. has been reworked into the Greek Hero, Hippocrates:

  • Available Age: Classical
  • Cost: sixty Nutrient and 40 Gold
  • Build Limit: 1
  • Heal Rate: seven.v hp/s
  • Gains +25% Healing Rate in Heroic and Mythic Ages
  • Gains +x% HP per Historic period, as with other Heroes
  • Trainable in the Fortress
  • Can gather Relics
  • Benefits from Armory upgrades and technologies that affect Heroes

POWERS

  • Underworld Passage: Reduced pierce armor of the construction from85% to80%.

TECHNOLOGIES

  • Divine Blood:The benefits of the technology are now properly applied when constructing Towers.
  • Divine Blood: Reduced the building rate bonus granted to Villagers from xx% to xv% .

Norse

UNITS

  • Bogsveigir:Reduced pierce assault from7to six.
  • Bogsveigir:Reduced hack armor from 20% to15%.
  • Bogsveigir:Reduced pierce armor from xx% to15%.

Deathmatch

  • Titans are at present disabled by default.
  • 'Random Country Map' is now set as the default map.
  • Reduced theTowerbuild limit from16to14.
  • Reduced theFortressbuild limit from10toviii.
  • Reduced theHeaven Passagebuild limit fromtentofour.
  • Reduced the number of starting Villagers for the Atlanteans from6to5.
  • Atlantean Villagers at present take xx% longer to construct Town Centers in a Deathmatch game (was 10%).
  • Reduced the amount of Favor generated per Atlantean Town Center from 0.25/southwardto0.225/s.

MULTIPLAYER

  • Addressed an issue that could result in some players gaining an ELO rank in the billions without first accomplishing thetrulymythic feats it would take to do and then.
  • Stock-still an issue where Danish computers would interpret data strings in a unique way that caused the Tornadoand Great Alluvion god powers to desync the game and fail to deal damage to gaia units. (Special thanks to jesper55561 for helping with this one.)
  • Players tin can now properly host maps that were downloaded to the "rm2" folder.
  • Stock-still an issue with scenarios not transferring properly when hosted from a Workshop modernistic.
  • Stock-still an result where certain lobby options would be disabled when the Scenario game type was selected. The following settings are now unlocked: Locked Teams, Enable Cheats, Difficulty, Handicap, Interruption Limit, Titans, Day/Night Cycle
  • Fixed lobby connection errors which would result in the invalidation of some game lobbies.

With this update, several fixes for desyncs have been implemented, including:

  • "Cinematic manner" desync.
  • An issue where players who quit the game early could crusade others to desync.
  • A "Male monarch of the Colina" desync caused when god powers were non properly disabled for all players.
  • A rare desync caused when using formations with a group that included villagers.

In addition to these fixes, additional options accept been added to guard confronting desyncs acquired past custom mods:

  • Players with mods that are prone to desyncing are no longer able to quick-search for a match.
  • Added an selection to the mods screen to automatically disable whatsoever mods that may crusade a desync.
  • "extendedmechanics.xs" is now considered a desync-sensitive file.

MODDING

Full general

  • Added a new proto-unit of measurement flag—NoAllyRepair—that prevents allies from repairing the given proto unit of measurement.
  • Fixed game(patch).cfg being ignored by mods.
  • Added populationcap config option to game(patch).cfg.

Scripting

  • Added the following scripting functionality: Calculation xsSqrt, xsSin, xsCos, xsAtan, xsAtan2, xsPow, xsFloor, xsCeil, xsRound, xsClamp, xsMin, xsMax, xsAbs, xsStringLength, xsSubString, xsFindString and xsStringToInt
  • Added the following trigger scripting functionality: trGetUnitScenarioName, trGetNextUnitScenarioName, rGetTerrainType, trGetTerrainSubType, trGetTerrainHeight, trGetWaterHeight, trCoverTerrainWithWater, trPaintTerrain, trChangeTerrainHeight, trSetCivAndCulture, trGetGPData, trSetGPData, trMutateSelected, trSetSunPosition, trSetCloudData, trSetCloudMap, trSetSelectedScale, trSetSelectedHeight, trSetSelectedUpVector,trSetSelectedUnitOrientation, trSetCurrentScenarioUserData, trGetScenarioUserData and trPaintWaterColor
  • Adding the following knowledge base functionality: kbUnitGetOwner, kbUnitGetProtoUnitID, kbUnitGetResourceAmount, kbUnitGetResourceType, kbUnitGetSubResourceType, kbUnitGetAnimationActionType, kbProtoUnitIsUnitType, kbProtoUnitGetTrainPoints, kbProtoUnitGetMinimumRange, kbProtoUnitGetMaximumRange, kbProtoUnitGetDamage, kbProtoUnitGetDamageOfType, kbProtoUnitGetArmorOfType, kbProtoUnitGetMaxHitPoints, kbProtoUnitGetMaximumVelocity, kbProtoUnitGetPopulationCount, kbBaseGetUnit,kbNumberGodPowerActive,kbActiveGodPowerOwnerID, kbActiveGodPowerID and kbUnitGetAnimationActionType
  • Adding the following ai scripting functionality: aiGetNextGathererDistributionTime, aiSetNextGathererDistributionTime, aiGetUnassignedUnitAssignmentTime, aiSetUnassignedUnitAssignmentTime, aiGetFullUnitAssignmentTime, aiSetFullUnitAssignmentTime, aiUpdateGatherPlanExistence, aiUpdateGatherPlanAssignment, aiUpdateUnitAssignment, aiTaskUnitGarrison, aiTaskSetGatherPoint, aiTaskSpeedUpConstruction and aiTaskUnitEject
  • trUnitSelect, kbUnitGetBlockID and kbUnitGetBlockPosition tin at present execute a backwards scenarioName search, which is a lot faster for units that just spawned.
  • The following triggers now work correctly in multiplayer: trUnitTeleport, trUnitSetAnimation
  • Updated ModifyProtoUnit trigger to allow population cost to be set up to 0.
  • AI user variables can now return strings.

We've also updated the ModifyProtoUnit trigger to permit the modification of a unit's motility type:

  • Delta of 0: Movement Type None.
  • Delta of 1: Motility Type Land.
  • Delta of ii: Motion Blazon Water.
  • Delta of 3: Movement Type Amphibious.
  • Delta of 4: Movement Type Air.

Source: https://www.ageofempires.com/news/aom-update-2-8/

Posted by: lazenbymosous38.blogspot.com

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