All GOD POWER Changes So Far In AoM Retold
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- čas přidán 27. 08. 2024
- The Age of Mythology Retold Beta is at an end, but it would be expected for many of the changes found within it to make it into the full game, so here is an overview of all major and minor god power changes that I found!
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#ageofempires #ageofmythologythetitans #ageofmythologyretold
Lure had a number of changes to it: it now spawns chickens, improves with age, and acts as a food drop-off point. It also seems to stop the predator animals from attacking villagers (at least from what I recall from playing the Beta).
Ceasefire previously halted the construction of ranged fortifications, so having it slow is another nerf.
Prosperity appears to now affect trade caravans as well (a buff, one that is more relevant due to the possibility of recasting it). Vision may be an unchanged power, but Set's unique technology allows it to be recast for free and more frequently (making the god power stronger).
Great hunt has a new mention of summoning a small amount of animals if there are none (similar to the change to lure, and also improves recast-ability).
Hesperides tree: previously would prevent god powers from being cast near it. Seems to have replaced that with healing myth units instead.
1:52 sentinel is different. It has 5 now instead of 4 and can be cast on fortresses now as well as town centers.
5 sentinels isn't new since EE.
@@Kerchock Ah I didn’t play much EE that’s my bad
@@SolitaryLark No worries! Sentinels on fortresses seems logical if god powers are meant to be recast (of which I am not sure this is a good idea).
@@Kerchock the powers feel decently balanced to me with the new favor cost to cast again.
@@Kerchock the weaker ones are really cheap but the powerful ones I feel like you often won’t see cast a second time. To pricy.
Hahaha Fimbulwinter is now so broken!!! Norse for the win!!!
Awoooo!
_Always felt that God Power just needed a little tweak to be a true Mythic Age powerhouse,_ *now we bringing terror in the winter night, boys.* 😈
Wolf boys be laughing till some mad lad casts ragnarok. It honestly seems purpose built to counter fimbulwinter. Your economy’s dead anyway might as well turn them into heroes then yolo them once someone calls the wolves.
@operkoi8954 Correct me if I'm mimremembering, but didn't Fimbulwinter also prevent other God Powers from activating during its duration?
*Boy, if so, do I hope they don't patch that!* 😁🙏
Fimbulwinter was always the most annoying god power, I hate it so bad, it grinds your economy to a halt and then you have to spend time figuring out how many villagers you lost and where
Addressing your confusions in order of appearance.
Lightning storm: did 150 crush and 200 pierce damage per bolt and lasted 15 seconds, it had a hard cap on how many bolts it would do though. This new one based on it's description seems slightly different but it's hard to say for certain.
Earthquake: (seemingly) works the same as before, dealing more damage at the center of the earthquake.
Eclipse: (seemingly) works the same as before, +50% damage, -50% special attack cooldown, -15% hack vulnerability, +20% Movement speed of all your myth units, as well as a 30% monument favor gather rate.
Plague of Serpents: The serpents used to count as myth units, meaning they dealt half damage to heroes and received bonus damage from heroes. That isn't the case anymore since they are now classified as beasts, idk if they dealt -90% damage to villagers as that was the case in Extended Edition.
Dwarven Mine: The faster gather rate is indeed new
Undermine: Used to only work on walls, towers, town centers, and all fortresses. Now it affects all buildings it seems.
Walking woods: You can already control them in the Extended Edition (but there was indeed a point were you couldn't)
Valor: Used to change 3 human soldiers & 1 citizen into heroes
Implode: (seemingly) works the same as before, the more units that get sucked into the wormhole the more damage the implosion does when it detonates.
There obviously can be many more changes but without knowing the exact numbers of the new god powers we can't be certain. If you want to know what techs, god powers, and unit stats do in Age of Mythology: Extended Edition you should get "Ippert's Enhanced Tooltips" off the steam workshop it's what I have used for years and how I got these more exact and up-to-date numbers.
Sounds like a good overview but I am pretty sure the bolts from lightning storm aren't limited in the original, neither EE. It strikes most units in the area at least once. Buildings not as often.
@Kerchock It is, i play tons of 12 person free for all versus AI and when you use it on large groups of enemies, it stops doing lightning bolts a few seconds before the duration is over. Just hopp on the editor and place 300 enemies and use the god power and you'll see what i mean. In a 1v1 you'll most likely never see that limit, but I always play versus a lot of ai players in my games so I've seen it a few times for sure.
Undermine also used to travel in a line, although it wasn't very clear in the old UI
So basically undermine is a mini earthquake now?
@@Diegus- Very mini but ya kind of.
Restoration is now weaker. Frost is a little weaker.
Sentinels is now better thanks to the durability. Plague of serpents is SIGNIFICANTLY better. Those snakes are very beefy now and the god power is cheap to cast again. It went from one of the bad powers to one of the really good ones.
Walking Woods has always been a good power after they allowed you to control them, ergo on the Steam version.
the odin power has a new effect: it can create wile animals now if cast where there is none, keeping the power useable even when all wildlife on the map has been hunted to extinction
also think Fimbulwinter needed this change, as before the enemy could just garrison all villagers, and the wolves would then accomplish absolutely nothing, leaving the main use of the god power to only be blocking other god powers and stalling the enemy economy a little... kind sad for a mythic age god power, where other gods get things like METEOR SHOWERS
I KNOW, RIGHT?! And those wolves do *DAMAGE* to buildings too, so I always thought it only needed a longer suration than 30 sec to be an amazing Mythic Age God Power (which it seems to have now). _But the devs went above and beyond by making it impossible to garrison units in buildings, _*_that is DEVIOUS!_* 🤣😈👌
@@MrDibara against buildings they werent really too good, that was more a lil extra... in my games against AI they sure never managed to break anything noteworthy
@@thorveim1174 In my games, that was always because the damn God Power only lasts *30 f*king seconds!*
All the wolves fall down and die before they are finished with the buildings, _which are already on a lot of fire due to the damage!_ I'm telling, had that power lasted for 50 seconds or even 1 whole minute, you would be singing a different song!
8:44 _Fimbulwinter is no longer just 30 sec long?_ 🤩 *OOOOH, LET'S GO BABY!* And now the enemy can't garrison in no building while this is active?! *Sweet.* ✋️😌👌
This should be an incentive to NOT build Farms next to Town Centers.
Go far away, build some Granaries, build Farms around THOSE, or around Ox Carts for the Norse, *or heck, around NOTHING for Atlanteans, cause they're like AoE3 Settlers on steroids!*
The only reason even civs like the Norse and Atlanteans farm around TCs is to garrison inside in case of an emergency, and I always loved that Fimbulwinter flips that strategy on its head, it's a really fun gimmick! 😁
So yeah. _Longer time and no garrisons?_ *I'm eating good when this game comes out.*
It’s been a year since I last played AoM but I remember eclipse blocking out god powers from being cast and ceasefire not allowing towers to get built
Yes, this is the case! It was just speculation on my part because I didn't know the full old effects of the powers and was just going off of the wiki pages I pulled up. Eclipse definitely did prevent god powers from being cast, as did some other god powers, and I pointed it out in the video specifically, because it's the only god power I looked at on the wiki that specifically mentions that it does that.
@@swyte sorry, tone is hard to convey in text. I wasn’t trying to correct you or anything. It seemed like you were unsure and I wanted to confirm it because as you pointed out that the wiki didn’t say as much.
In past all god powers were blocking other god powers in its area of effect. That means you could be sure nothing would screw you if you casted Rain
One thing i noticed with sentinels while trying hades is that if something is blocking where the GP wants to place a sentinel, it will place it one grid square over. Also, Locust swarm also used to kill villagers as well as farms in original aom (and i think it could go after fishing ships as well).
Yeah, Locust Swarm sounds like it got nerfed instead of buffed, we'll see.
Hope they debuff Fimbulwinter a bit, those wolves are too op 😭
Btw, cheats worked during the beta and Zenos Paradox and Pandoras Box now have the same effect (both give you random god powers but before only Zenos Paradox included Atlantean ones)
Also Hephaestus can cast Vault of plenty on top of existing one, boosting it`s production.
I'm really looking forWARD TO this game, gonna be super fun especially for us age of mythology players who kept on replaying single multiplayer and campaign over and over again over the many years
Just a heads up for someone who hasn’t played yet! It’s not very helpful to say, “does the same thing”. It’s not a bad guide. I liked learning about which powers have changed.
I downloaded this to listen to while driving. I’m looking forward to getting the game when I get home!
I god it 👼
You made my day 😂😂😂
man wtf ragnarok is the coolest godpower in the entire game, if they change it im gona go on a riot!!!
The Hesperides Tree also used to protect the location against god powers. It doesn't say so anymore. Same with Eclipse not doing that either.
I guess that since the god powers will now play a bigger role, having immunity from them would be too overpowered.
But I then wonder if Isis monuments still grant the immunity against god powers or not.
I think that lot of the powers that you said "will be the same" can actually end up being different in effect by the very nature that now they are repeatable. If you could cast "Sentinels" or "Fortress" multiple times, does it mean you can replace destroyed sentinels or fortress, or does it mean you can eventually upgrade all your town centers with Sentinels or Fortress respectively? That I think changes a lot, since before you could not only have one at a time, but actually if you lost that one, you got nothing.
Same question for Son of Osiris. When you cast it on a Pharaoh in the Classic game, I think the game registered that you no longer have a Pharaoh after his transformation, so your pharaoh would be replaced with a new one. Then, if your god power cooldown refreshes, can you have two sons of Osiris? Three? More? That alone would make that power a lot different.
Lure also became a drop point, which is a pretty nice buff.
And it now summons chickens. It didn't do that before.
Fimbul winter, you can premptively ring the bell if you think they are going to throw it out. It's not easy.
Troops can't garrison when it's out, but if they are garrisoned, they get locked inside instead.
350 favour to reuse God power...is the 100 limit cap for favour collection removed?
Yes the favor limit is removed, I'm not sure if there is a new higher favor cap or not
@@swyteZeus had a special ability to have 200 favor cap instead. So does it mean this ability was just removed, or was it replaced with something else?
Ceasefire used to prevent the building of towers and fortresses
Wait so, does this mean you can theoretically have multiverse nidhoggs or sons of Osiris?
I’ve never had Fimbulwinter do what it says. It’s a lot of wolves, and very strong, but I’ve never not been able to garrison my villagers when it was cast
Counter fimbulwinter by putting your food economy away from your TC. Still, that then means your food economy is weak to attacks. Yeah, the no garrison needs to get fixed, or the wolves need to be nerfed.
Fimbul winter I feel is a god power that is "sometimes it works, sometimes it doesn't", but when it works, well fuck.
please devs, increase the time delay of corpses and drestroyed buildings... right now, they desapear to fast! it spoils the battle to me.
Man I had hopes for Citadel... My bad
They should nerf fimbulwinter to killing the casters villagers too, to make it a riskier power to use. I love norse but it makes sense that fimbulwinter screws all lol
Atlantean GP have lower Favour costs and faster cooldown. Expect Kronos spamming Deconstruction on your buildings. Very annoying.
I want to see how the atlantean god power were tweaked... Buffed perhaps?
I guess they ought to weaken fimbul wolves and treeants in order to stop that God power being broken. And reduce pierce armor in particular.
Or just make their Cooldowns super long and their reuse Favor cost insanely high. 350 for a Norse player means they either slow down on them Favor-costing Upgrades or they miss out on reusing Fimbulwinter during battle.
*Man, all I know is playing the Norse again is gonna feel extra juicy!* 😁👌
I think the power shouldn't be designed to kill all the opponents eco. Having all your eco garrisoned is already significant resource loss, the reason the old fimbulwinter sucked is because the wolves were only good at killing villagers and 15 can't take down a fortified TC with masonry even if there are no defenders. The most you could hope for was the wolves would destroy a tower or two or weaken the TC. The other strong part of it is blocking other god powers.
If they wanna do a global effect, have it prevent opponents from gathering from farms, while still blocking god powers, like a reverse Rain.
Change the wolves to only target 2 or maybe 1 TCs max, but make the wolves strong enough to take down TCs or heavily damage an enemy army. That way it's powerful but doesn't shut down or kill your opponents entire eco.
Lure got stronger in later ages in the original game, earth quake and lightning have no changes. both of the changes you listed were in the original game. losuct swarm has the new mechanic but it had the same effect on live stock and villagers. dwarven mine has no change either. implode was always more pwoerful when used vs large groups of units.
Shifting Sands nerfed now? It wasn't that strong to suffer this change. It allowed Seth to steal herdable or and even kill some vills but never OP.
big change with plague of serpents the serpents are classed as animals so heroes don't get bonus damage against them
trees where able to move at the extended edition of age of mythology
I hope they never change fimbelwinter i thought it was one of the weakest god powers at age 4 glad they made it stronger viliagers not be able to garisson buildings is so cool it makes for a strong push
This version of fimbulwinter is broken as shit. If the villagers able to garrison, it still takes them off resources for that time, and the wolf packs still did pretty significant damage to buildings
With this version, you have to preemptively build walls or something around your gather areas or risk losing 60-100% of your villagers
@@RyanTheLion335 maybe you're right but it has to change how it was in the original it was pretty awful. I was thinking about a atack boost for period of time or change units in to wolves (fenrir wolves)...
Actually the not garisson citiciens in buildings should be the god power but remove the wolves!!! This way you have to use it to make a giant push to kill a economy you have to combine it with a army.
@@kingpietro1279 I definitely think it needs a bit of a tweak, but I agreed that they shouldn’t change it back to what it was before at least
I don't think having to build a wall box to hide villagers inside is such a big deal, sometimes you already have walls with a gate and you can just run your vills on one side of your base. Ragnarok is still the real scary GP
@@ElPietroK1NG you don't even need ragnarok you can also turn them all beserkers and with all those upgrades it can become verry strong
I just want to know if the Son of Osiris is healable now.
Pretty sure it is not
Lure also spawns chicken!
12:02 - Why miss off GAIA?
Do we know if the Chinese gods are being added later?
They are
What’s treasury? At the top, says tech tree and treasury?
talk too much.. I just need to see god powers
Did tartarus gate always destroy all buildings around it?
Yes. Well, not ALL the buildings around it, but the ones that would be located directly where it spawns.
Sorry mate. Please don't just make videos to jump to a trend. At least 50% if not most of the information you are giving is wrong. I'm not saying dont do AoM videos but if you go into these level of detailing it requires a higher level of in depths knowledge.
Randomly mentioning that eclipse blocks other powers from being casted - that it's a thing for 20% of the powers. And yes it gave bonus monument favor generation in the old game.
Womp, bro is mad. Making my normal style of video, informational, is hardly trend jumping. I'd be posting campaign missions and first impressions if I was trend jumping. Hype got the better of me, the rush to push out content led to some inaccuracies and missing info, which many of the people in the comments have been kind enough to rectify and expand on, though I'd hardly say that most of what I presented was simple misinfo. Regardless, I will simply do better next time
1:40 Wasn't Sentinel only for Town Center?
Nope you could cast it on fortresses TC too. I mean like the gp where Sekhmet converts a TC into a fortress or those that are spawned from the beginning on certain maps.
@@Diegus- Do you mean fortified Town Center or really Fortresses?
@@sagittariusa9012 fortified tc.
@@Diegus- Yes, but it says fortress. Aren't those the castle buildings?
@@sagittariusa9012 the ones that spawn on sudden death maps:
czcams.com/video/iVRi1UuHrOc/video.html&ab_channel=Skarlet21
Yeah