I dont know how it wil work in practice, but extra range on melee units in AoE2 and AoE4 is incredibly strong. It not only means your units can attack a little earlier, but it also means your units can attack from behind other melee units. So they can attack a lot more, without having to walk all the way around your other units. It might be hard to picture how powerfull this is without having seen it, but the difference can actually be huge. If it works the same in AoM as it does in AoE2 and AoE4 that might be OP for that price.
AoE 4 has entire unit comps built on this mechanic: Japanese Onna Bugeisha have long range but low armor, and so you can micro to have your heavily armored Samurai on the front line. Love that they’re bringing this level of tactics to AoM:R
Extra range on melee is indeed powerful, however for AOM there's gonna be slightly less of an impact compared to AOE2; The first reason is because AOM units have better/smoother pathfinding. Second, armies in AOM aren't as big as they can be in AOE2, because military units all cost more than 1 pop space, and apart from 10 houses, you only grow pop from map control(town centers), so with the available pop space, if you want to have a well-rounded army, you won't be able to highly abuse the range increase without highly over-committing to 1 unit type. Third, there's myth units involved in the counter tables. If you go mass (saryssa) hoplites, enemy will just spam anti-infantry/archers + myth and snipe your heroes, and still come out on top.
And some of their old patron minor gods still get an unique upgrade for them to distinguish them e.g. regen for Scylla via Dionysus & Trench Krakens for Njord
Changes Boit missed/not addressed (based on TtD, Voobly might have different base numbers) (FoodWoodGold/Favor/Population cost) Greeks: --Major Gods Hades Vault of Erebus is pricier (100F/5 to 150F/20) with improved trickle rate --Classical minors Sarissa changes(200W/15 to 100W/15, instead of -10% hack vulnerability, it's +10% attack and 1.5 range) Aegis shield is cheaper (300W/25 to 150W/15) Centaurs are cheaper (200W/12 to 180W/12) Sylvan lore gives 35% instead of 30% HP Spirited charge is buffed (250F/25 to 125F/25, also adds +10% damage to centaurs) Winged messenger cost change(50F/2 to 50G/3) Cyclopses are cheaper (250/18/4 to 175/18/3) Will of Kronos cost change (200F/15 to 200G/15) EnyoBoH: cost change (150G/12 to 125W/12) DeimosSoD: cost change (200F/15 to 150G/10) --Heroic Minors Manticore pop cost from 5 to 4 Oracle cost reduction and nerf (150W/10 to 75W/10 from +6 LoS to +4) Temple of Healing cost reduction and probable buff (150G/12 to 75G/12 and heals in an area instead of single target) Sun Ray cost change/reduction (200G/30 to 100F/20) Anastrpohe from Dio to Apo effect + cost change (300F/20 to 100W100G/15, from general buff to ram ship to crit strikes) Hydra pop cost from 5 to 4 Scylla cost change (200G/15/5 to 200G/20/4) Thracian horse cost reduction (300F/30 to 150F/30) Nemean Lion supply reducion (4 to 3) Golden apple cost reduction 2000F150G to 100F75G Divine blood cost reduction 300F/30 to 100/30 Roar of Orthus change: Armor increase to special ability area increase --Mythic Minors Forge of Olympus cost reduction (300G/30 to 200G/20) Medusa cost change and reduction (250G/28/5 to 250W/24/4) Karkinos pop reduction (4 to 3) Face of Gorgon no longer increase Medusa HP Monstrous rage effect change: no longer adds damage, but increases attack speed and speed Chimera cost change and increase (300G/30 to 350F/30) Flames of Typhon now gives Damage over time/DoT alongside old bonuses Shafts of Plague damage buff increase (+15% to +30%) --Zeus-sepcific Heracles cost change, bumped to classical, and has ranged attack (350F/4/3 to 50F150G/3/2) Odysseus to heroic and cost adjustment (200W/2/2 to 250W100G/4/2) --Hades-specific Gastraphetes cheaper (110W70G to 100W60G) --Poseidon-specific Hetairoi change (50F81G to 44F88G, no longer has bonus vs buildings, now deals area damage) --General Greek: Archer-line upgrades +1 range for peltasts every level Cav-line upgrades +1 LoS every level
Eggies --Major Gods Ra no longer buffs Pharaoh empowering rate Prosperity now affects caravan(? forgot if they affect it in previous or no) --Minor Classical Sphinx pop cost decrease (4 to 3) Adze of wedpawet cost decrease (100G/10 to 50/10) Criosphinx HP bonus change from +50 flat to +20% (from 350 to 360 assuming base unchanged) Wadjet pop cost decrease (3 to 2) Scalloped axe buff (from +10% to +15% damage) Leather Frame cost decrease and buff (from -10% to -15% pierce) Electrum bullets damage buff (+10% to +15) Shaduf buff (-33% to -50% gold cost) Anubite pop cost decrease (3 to 2) Feet Jackal HP buff from +50 flat to +40% (from 250 to 280 assuming base unchanged) Necropolis cost change (150G/5 to 50W150G) --Minor Heroic Locust swarm also affects fishing ships and livestocks Roc cost reduction (150G/15 to 150G/10) Petsobek/suchos pop cost reduction (4 to 3) Medjay cost reduction (300F/25 to 300F/15) Crocodilopolis cost reduction (300W/20 to 200W/15) SunBrick cost reduction (300W/20 to 200W/20) Scarab pop cost reduction (5 to 4) Bone Bow cost reduction (200W/20 to 125W/20) Sling Sun cost reduction (200G/15 to 100G/15) Stones of Red Linen>Force of the West Wind (300W/25 to 150G/20, adds same damage but replace +20% crush damage for siege ship to +20% crush damage to scarab) Ram of the West Wind Removed Nepthys non-navy changes skipped Leviathan pop cost reduction (4 to 3) --Minor Mythic Mummies cost change (200G/25/5 to 275W/28/4) New Kingdom cost reduction (300G/25 to 150G/25) Avenger pop cost reduction (4 to 3) Axe of Vengeance cost reduction and new effect (300W/20 to 150W/20 and add damage based on missing HP) Old Greatest of 50>Spears of Horus (300F/30 to 250F/20, no longer increase hack armor) Spears of the Horizon>New Greatest of 50 (300G/30F to 150G/20, no longer increase spearmen attack by 10%, HP bonus applied to all infantry instead of spears only) Phoenix pop cost reduction (5 to 4) War turtle cost reduction (300F/25/5 to 300F/15/4) Valley of Kings effect change (from -66% train time migdol only to double spawn when empowered on barracks+migdol) Tusk of apedmak cost change and new effect (300G/30 to 250F/15, also reduce elephant population cost, but no longer increase their HP by 20%) --General Eggy Change Ballistae added to Egypt arsenal, pop cost increased (3 to 4)
Norse --Major Gods Pig Sticker (thor-specific) replaced with Thunder Hammer Great Hunt can spawn hunts and stronger at later ages(previously it needs some hunts to cast) Lone Wanderer (odin specific) > Hamask (175W/5 to 175W/12, effect changed from flat +10% speed to increase speed and attack as berserk/ulfsark dying) Odin hunt bonus changed, instead of +20% on hunts, it's +10% on hunts, herdables, and probably berries Odin Great Hall/Hill Fort unit bonus nerfed from +20% to +10% Odin human soldiers now regenerate HP anytime (someone else alr commented) Eyes of the Forest effect change, instead of granting berserk/ulfsark LoS, it's temporary maphax) Loki no longer reduces favor cost of Myth Units and increase speed of Hersir --Classical Minors Valkyrie pop cost reduced (4 to 3) Thundering Hooves cost reduction (300F/20 to 150F/20) Troll pop cost reduced (3 to 2) Hall of Thanes cost reduction and effect changes (300W/10 to 150W/10, no longer give +10% HP and makes hersir SUPERNYOOOM, now modest speed buff for hersirs of 15% instead 25% but also increases infantry speed by 10%) Mithril/Dwarven Breastplate buff (-20% hack for berserk/ulfsark and hirdman) Hamartroll/Cave troll effect change, no longer increases troll's on-paper stat, only special attack. Eihenjar pop cost reduction (3 to 2) Eidhrimmir Kettle/Gjallarhorn cost change and effect change (250F/10 to 250G/10, from +10%HP and 40% hack damage to +10% damage and +25% all damage net change to 10Crush/21Hack to 12.5Crush/18.75Hack. Also increase duration of damage buff by 5) (I don't know how to spell the old tech name btw) Safeguard cost and effect change(200W/10 to 100W/12 instead of +100% on towers and walls, it's now +25% on them AND reduce all gold cost on buildings by 25%, affects temple so far) Artic Wind removed (+10% speed and HP for longboats), replaced by Rigsthula --Heroic Minors Frost Giant pop cost reduction (5 to 4) Huntress Axe change (cost from 300G/20 to 150G/20 but no longer increases damage, only perfect track rate and range) Winter Harvest cost reduction(cost from 200F/20 to 100F/20) Battle Boar pop cost reduction (4 to 3) Call of Valhalla buff (200W/20 to 100W/20 and another effect) Thurisaz Rune change (200W/20 to 100W/20, but speed buff reduced from 12% to 10%) Swine Array buff (200W/20 to 125W/15, +10% hack to hirdman and +100% bonus damage to cavalry, Hirdman is a new unit for norse) Long Serpent change, moved from Njord (250G/25 to 100W200G/20 and new effect of boosting Longboats based on how long they're in combat) Mountain Giant pop cost reduction (5 to 4) Ring Giver buff (400G/25 to 125G/25, also adds +100% multiplier vs Myth units to Jarls) Wrath of the Deep (200G/15 to 100G/15 and able to cast ability more often) --Mythic Minors Sons of Slepnir change (300F/20 to 150F/20, instead of +200% multiplier against ranged soldiers, it's +100% and 10% hack damage) Dwarven Auger change (300G/30 to 150G/30 but speed bonus from +20% to 10%) Artic Gale removed (+20% speed and -30% hack damage vul for siege ship) Fenris Wolf Brood change (175G/15/3 to 175F/15/2) Berserkergang change (300G/30 to 150G/30 but no longer boost stat of berserk) Bravery buff (300F/25 to 250F/22, bonus vs building from +100% to +125%, damage buff retained) Granite Blood buff (instead of +200 flat, it's +20% for Mountain Giants, from 1200 to 1440 assuming not going for Njord, +40% for fire and frost giant for a total of 840 instead of 800 --General Norse Changes Ox cart no longer cost population Dock cost change (from 120W to 100W) Temple cost increase from 80W100G to 150W150G Bolgsveigr replaced by Godi, pop cost increased (from 2 to 3) New Unit: hirdman - Anti-cavalry specialists
Atties --Majors Oracles (Kronos) replaced with Temporal Chaos Safe Passage effect changed; no longer decreases cost and increases LoS, now increases garrison capacity by +20 Channels cost and effect change (25F100G/10 to 100G/10, now increases all unit's movespeed in Lush by 15% instead of universal +20% bonus for citizens and caravans) --Minor Classical Promethean cost change (175G/14/3 to 75F/8/2) Alluviial Clay cost change and buff (150G/12 to 140F/10 and add 1 promethean offspring on death) Heart of the Titans (200G/20 to 100G/10, also a new hero promotion mechanic tease) Hephaestus' Revenge change (200G/10 to 100G/10 but reduces regen rate from 1 hp/sec to 0.5 hp/sec Volcanic Forge change (200F50G/15 to 100F50G/15, from 20% automata/15%hero/10%normie soldier/10% ship pierce vulnerability nerfed to 20%auto/10%hero/10%soldier/10% ship pierce Servant pop cost reduced (3 to 2, also why this dingus is locked behind oceanus while other naval myth unit seemingly available for everyone?) Bite of the shark change (200F/15 to 100F/15 but reduced damage increase from +15% to 5% Weightless mace cost change (200F/25 to 50W50G/15) --Heroic Minors Satyr pop cost from 3 to 2 Gemini changes from yeeting 6 spears into more damage per javelin Heroic renewal changes (200G/15 to 125G/15 but reduces regen from 2 to 1.5) Behemoth pop cost reduction from 5 to 4 Mail of Orisomething change (250G/15 to 125G/15, instead of -20% hack and pierce vulnerability for arcuses of normal and heroes, it's -20% hack for arcuses and -20% vulnerability for turma) Hesperides heals MU and probably no longer blocking usage of God Powers in its area Simp birbs pop cost reduction from 4 to 3 Poseidon's secret change (300F/35 to 150F/30, trades 15% attack bonus for 15% cost reduction Lance of Stone (300G/12 to 100G/12, now affects normal contarius) --Mythic Minors Heka Gigantes pop cost reduced by 1 (5 to 4) Mirror tower cost change (250W100G/3 to 75W50G/5) Halo of the Sun change (350G/20 to 150G/20, no longer increases damage, but increases range for fire ships and fire siphons) Petrified changes (250W100G/15 to 150W50G/10 but changes hack vulnerability to conditional passive instead of permanent passive) Argus pop cost from 5 to 4 Titan shield change (350W200G/15 to 200W75G/15 and effect change) Eyes of Atlas tech removed Lampades pop cost from 5 to 4 Asper Blood changes (250G/15 to 175G/12 from suicide damage to CHIMKINS MACHINE) Mythic Rejuvenation cost reduced (300G/30 to 150G/30) Celerity bonus changes from faster training to increase movespeed and attackspeed --General atty changes citizens cost from 125F25W/3 to 85F15W/2 with cap increased from 25 to 50
General changes after peeking around town center no longer cost food +1 to all starting villagers or at least Norse and Egyptians do all combat ships are available at classical Heroic Fleet cost change (200F200W/15 to 200F200G/15) ships not very pop efficient anymore (arrow+hammer ships pop cost +1) hunting dogs (fast hunt at +30% is changed to +10% and slew of villager survivability) Titans have far less damage resistance (from 90/90/95 to 80/60/80) but 4x the HP (7k to 28k) new age called wonder age, mainly buffing titans to kingdom come (+50% HP and attack), and can rebuild titan gate every 10 minutes, but wonders cost and arm and a leg to build (5000FWG/85F and very lengthy build time, of around 4x titan gate)
Personal thoughts: -Sarissa and Lance of stone are going to be broken, look at Kamayuk in Age of Empires 2 DE with their extra 1 range compared to normal infantry, they WILL shred anything they get their hands on as it lets them engage other units better if pathing is a buggy mess -don't think the oracles are going to be really busted tho, likely needing no fog-of-war to see what your opponent is training -They really are pushing for more myth unit plays with reduced pop costs and try to promote usage of unique tech with general cost improvements across the board -RIP Valley of Kings, no longer blitzing a gazillion of elephants at alarming pace.
Odin regeneration doesnt require you to stay idle based on text. 0.7 per sec increasing by 0.1 each age is a meaningful number too. Odins tech says for 1% missing you get 0.25% so if you miss 40% health you only get 10% speed and damage. For 80% it is 20%. Doesnt seem that strong but I have faith combined with regen for the raiding god.
Alright so what I can gather from file exploration... Kronos has Temporal Scaffolding for his manors (can't be bothered to look up the revealed effects from months ago) Siege Weapons return some resources on death (or when trained?) still has deconstruction and time shift, and now receives a x2 myth units when advancing age. Ouranos now only gives his speed boost to units that have been upgraded, enemy units attacked by Ouranos units share their line of sight for a time (more map hacks!) Units have more LOS, and can still build sky passages. Still has Shockwave. Gaia still has lush and forests, citizens are cheaper to upgrade into heroes, and eco guild techs are cheaper. They all feel like they lack bonuses, but I assume that's simply because they are hardcoded; though it's also a possibility they are under a heavy rework at the time of writing hence why the Atlanteans were not included as part of this Open Beta test.
After some tests: Loki's 25% building speed bonus doesn't apply to town centers. Loki can now spam myth units above the population cap so that ability isn't useless in the late game anymore. Now that jarls don't do bonus damage to myth units and odin doesn't give them bonus hp they're only worth making instead of raiding cavalry if you have ring giver. Either greek/eggy get favour faster or norse slower than before. Norse used to have the fastest favour generation in the game. Now it doesn't feel like that's the case anymore. Throwing axeman are weaker than before. Bogveigir are stronger than before and they're heroes but they take 3 pop instead of 2. Ballista is much stronger than before against units (ballistics upgrade gives them 99 track rating) but take 4 pop instead of 3. Manticore + ballistics seems very strong. Hades now spawns shades at last build temple instead of the first build temple so now you just have to build a new temple where you want to spawn the shades. Before you had to delete all temples to set a new spawn location. Militia is weaker and some buildings spawn less militia than before. Greek heroes are stronger but perseus doesn't insta kill anymore. Instead it deals 300 damage and the unit is petrified/stunned for a while. Same with medusa except it deals 400 damage. Temple of healing heals 15hp/s now (down from 20). Prodromos, camelry, war elephant can get much stronger than before. Now prodromos are good enough to beat any cavalry for the same cost/pop. Mercenaries seem weaker. They lose hp instead of having a time bar. So now they'll only have half hp after half the time is gone when before it wouldn't affect their hp. They also have more hp and less attack which is a disadvantage since they're not permanent. I regret not testing If they can be healed and if you can keep them alive indefinitely like that. If it works, spamming mercenaries with isis and healing all of them at once with a monument might be busted. If the numbers displayed are correct petsuchos deal around 5 times less dps now which would mean they're godawful. Pharaoh/priest are much weaker against myth units now and nepthys doesn't buff them nearly as much as before. Eggy already struggled against colossus spam and now colossus is stronger, pharaoh/priest are much weaker and mummy isn't an insta kill unit anymore. The simplest solution would be to give priest more bonus damage against colossus in particular. Roc shouldn't be op anymore since it has to land and take off now (but it has a lot more hp). Units can deal 0 damage now... I had an enemy peltast attack one of my granaries and some attacks did 0 damage to it. Destroyers already had the best pierce armor of all human units and now titan shields reduces their pierce damage vulnerability by another 50%. Maybe some archers will deals 0 damage against them now. Units move/build faster than before. So the game will be faster paced. Micro will be harder especially when playing with multiple types of counter units that all need to attack specific units.
Mercenaries are borrowing the Minuteman behavior from aoe3, that's why they lose hp instead of having a timespan underneath the unit. Minions/Lost Ship I think also do that.
I think starting with Egyptians, you tried to really speed up but you missed some important details, like Scarab being good vs. buildings AND human units now, etc. EDIT: I just realized I might come across sounding like an ass. This was but a small thing on otherwise great video. Thank you for your hard work sir 🙏, I was clamoring to see the tech trees!
@@pavelpilecky Yeah I looked at the time at the end of greek and thought this would be 2 hours long. Maybe that was the better call. I missed some stuff unfortunately 😕
@@BoItTVwe still ❤️ you ty. You should reach out to t90official, fitzbro and Aussie drongo to cast with them. They are relearning the game and would appreciate your big Brian. 🧠
Can you manually have anubites jump over walls now despite not having any enemies there. That could be huge for attacking villagers and such during battles. Also with Atlantis I can now craft a new bold army of chickens. Prepare for the cluck!
That's honestly the most bullshit change they could have made to that power. What are Norse opponents supposed to do, pre-emptively build walls around where their villagers are working?
Manticore, colossus, petsuchos, mummy, battle boar, mountain giant, satyr, stymphalian bird, heka gigantes, lampades etc. take 1 less population now. Much stronger per pop.
Changes so far are looking very cool. I love that they are pushing Mythical Units more and that (maybe) onshot Units arent One-Shotty anymore. Very awesome so far.
You can see unit stats by going to the 'Treasury' section Some things I noticed: Myrmidons now do pure divine damage i.e. ignore armour Son of Osiris also does pure divine damage. Attack benefits from upgrades; was 72 FU Bellerophon has the lowest base attack of the Mythic Age heroes, but 1/3 of his damage is divine Perseus also has high attack (like EE, unlike Titans), 1/3 is divine Polyphemus has the highest attack, but crush damage (like before) instead of divine damage Heroes of Ragnarok have been nerfed across the board except for attack. The base attack is lower, but it scales back up. HP 120 -> 110, speed 4.8 -> 4.3. Armour is also lower, but don't remember the exact values
So considering they use the old formula for build time multiplier with more vils a wonder built by 30 vils still needs 506 secs to go up. Dunno, if it (and wonder age) will have any meaning in competitive games which is kinda sad and feels like a bit of a waste. Just out of curiosity I wrote a short python script to check the build times (to a max of 100 vils), if you want to know: with 1 Vil: Build Time 5400s with 2 Vils: Build Time 4050s with 3 Vils: Build Time 3240s with 4 Vils: Build Time 2700s with 5 Vils: Build Time 2314s with 6 Vils: Build Time 2025s with 7 Vils: Build Time 1800s with 8 Vils: Build Time 1620s with 9 Vils: Build Time 1472s with 10 Vils: Build Time 1350s with 20 Vils: Build Time 736s with 30 Vils: Build Time 506s with 40 Vils: Build Time 385s with 50 Vils: Build Time 311s with 60 Vils: Build Time 261s with 70 Vils: Build Time 225s with 80 Vils: Build Time 197s with 90 Vils: Build Time 176s with 100 Vils: Build Time 158s the formula was (and still is up to aoe4) buildtime*3/(vils+2), so 4 vils need only half the time, 10 vils a quarter, 22 vils an eigth and so on
That enyos bow of horror thing counts ALL piercing damage... if that means ships, buildings, myth unit attacks... could be a very very good choice defensively when ares was so aggressive before.
Sorry for the reply being late but yeah, there is extra pop, house build limit was increased from 10 ( so 100 pop since every house gives 10) to 16. So essentially if you have 3 fortified tcs plus full houses you go up to 220 pop.
I totally missed them didn't I!!! Oof. Lots of little changes but it's all still there in one way shape or form from what I've seen. There's a new tech which gives you gold back on lost units, can't remember exactly but very interesting.
Do you think Thor will still be formidable in the lategame? I was hoping for some kind of improvement to his unique 4th tier of Dwarven Armoury techs, but besides the free dwarf you get for each one, it still seems prohibitively expensive for the effects they provide; compared to researching other techs or just making more units
I'm enjoying skirmish, its almost never ending if there's a good fight and any number of titans can be unlocked But still more things to explore and also few things i didnt like
Honestly this is the closest we will get to a AOM 2 so ima just call this game AOM 2 since there are enough changes in this game that will make it feel like the same game but also a different game. I think it’s all a balancing act at this point. And also a balancing act to make each civ still feel very unique with these changes without using the most common cheese strats for each one. The added addition to making the game feel more chess match and knowing your enemy and what they are doing and where they are seems like it will be beneficial when your planning things out. It might fall off towards late game and a tad In the mid game but will have to wait and see. Sadly I’m so busy nowadays I won’t be able to really play this as competitive as I use to. But will be fun regardless. I’m so excited! Great video Bolt keep it up!!! 🔥🔥🔥
I'd love if it was aom2, but Microsoft would had to put out a bigger budget for the campaign than just reuse fall of the trident, new atlantis and golden gift.
Im watching greeks but whats poseidon tech? Godpower is the same? Apollo tech also says you gain vision when hittin enemies with arrows. Please read all we dont have beta 😅😊
Ballista + ballistics demolishes units (but now it takes 4 pop instead of 3). Anyone made hetairoi work? The splash damage is low so they're only situationally better than hippikon to the point I don't think it's worth bothering with them. I wonder if seeing what your opponent is training (with oracle upgrade/unit) can be taken advantage of in any significant way.
After playing yesterday there’s enough changes where I feel confident in saying this isn’t AoM classic with some improvements. This really is AoM 2. And I’m not sure if I like it or not. They’ve totally dumbed down econ for console players. You can throw a lot of your build orders away too.
I don't get how you couldn't be happy to get some attention on a game you love. It will be better balanced in the end for sure (AOE2 and 3 DE are). Changes make things exciting.
@@Leotophe Why would someone want a game that's worse than the one they Already enjoy and doesn't need a remake at all? AoM players don't care about attention.
Wow, I loved the new arts and icons, especially the armor and army upgrades, bronze, silver and gold icons, surprised you didn't react visually. Where I can see your first gameplay and reaction. I couldn't find the full twitch live
Axe of vengeance seems very strong. Overall it gives almost +50% damage (unless you retreat and heal your units). Tusks of apedamak seems busted. Ra empower seems broken. 20 range is a lot. It could empower most of your buildings at once (town center, towers, resource drop points, temple and so on). So if you empower a building valley of the kings not only halves the training time but also the cost by spawning a copy of what you trained? That's broken. Regenerating hydra/scylla is very cool. Hetairoi might be busted in large groups depending how much splash damage they deal. Nemean lion stuns and gets +100% aoe? That seems very strong maybe even stronger than chimera. I wonder if argive petronage is per fortress or generates at the same rate no matter how many fortresses you have. Could be very strong. I also wonder about ballistics vs huntress axe. Berserkergang might be busted in some matchups. Ulfsarks are high damage squishy units. Now let's assume a fully upgraded ulfsark (thor, forseti, bragy, tyr) fights a high hp low damage unit. If ulfsark deals 10 dps they heal 3.5 hp/s. If the target deals 7 dps to the ulfsark the life steal from ulfsark basically halves the damage they receive.
I'm guessing it's like AoE2. Ballistics applies only to pure Archers. Throwing Axemen, Mamelukes, Gbetos & Chakrams don't benefit from it, being ranged infantry units which deal hack (melee) damage So Huntress Axe enables Ballistics for Throwing Axemen in AoM
@@softwarelivre2389 yeah the switch to realism(?) looking is a bit rough but then again I played the 5 missions given back to back, theres something to it
U need to lower Foliage Quality in graphics settings, it has 3 options "None", "Minimal" or "Full" . I didnt notice a differ from "None" to "Minimal" but yeah choose one of those and the grass is gone!
They lost a bit of their early game flexibility IMO, compensated by the eco buffs of villagers building houses & ox cart buffs Earlier you could go double Longhouse into full Raiding Cav, and then add some Throwing Axemen if required. Now you have to go double Great Hall for the same, and then build another Longhouse for Axemen
@@devangnivatkar2649 This also touches on the Norse Asymmetry since the point of them was to have only 2 military production buildings minus Temple. No idea why it was done. They could have put the Godi in the Temple if they wanted the spare room.
2002 release: Egyptians only had Siege Towers (hybrids of troop transport, battering ram and some archers inside) and Catapults built from Siege Workshops
Imo nemean lion, plenty, son of osiris, valley of the kings, tusks of apedamak, ra empower are way too strong. A bunch of nemean lions using the special one after another can stun an army/villagers for seconds. Enough to surround and kill most units. The stun should be very short or no stun at all and instead knock units away like cyclop/troll/battle boar/heka gigantes or units should have a cooldown after being stunned so they can't be stunned again during that cooldown. You shouldn't be able to get multiple plentys even if it's very hard. It could have a time limit (ex.: 15 minutes) or only give 1 plenty and next time 300 of each resource for more and more favour or something else. Idk if son of osiris can empower. If it can it really shouldn't. You could get multiple then retreat them at low hp and have them empower all your resources and other stuff and have the pharaohs in the army. Just like multiple plentys this shouldn't be possible even if very hard. Valley of the kings can net you more resources than 20 villagers. Probably the most broken thing that ever was in aom. It should go back to the way it was. War elephant already had the best stats in the game for the cost/population and now tusks of apedamak reduces it's cost and pop. It probably still won't be broken since elephants are so slow and expensive but still. There was no need to make the most powerful unit per pop even more pop efficient. If I understand it correctly ra empower seems way too strong. Early game if your hunt/gold/wood are not too far apart you can empower all of them at once. Later when you get a market you could place it to the left of the leftmost town center and set the route to the rightmost town center. That way you can empower both the town center (farms) and the market at once. You could spam towers then intentionally delete the cheapest monument, build it again behind all towers and have the pharaoh safe behind all towers empowering it and by that empowering all your ballista towers for double damage. Or delete your cheapest monument, build it again near your migdols/barracks and empower all of them at once. This would also synergize very well with multiple SoO making both of those things even more op.
Argive petronage spawns 1 myrmidon per fortress every 45s. With 10 fortresses you gain more than 3 plenty worth of resources in myrmidons. That's on par with valley of the kings. Way too strong imo.
Rip Autoqueue, Rip Asymmetry, Rip Godpower power ceiling, Rip macro. Why couldn't they just leave the game intact from AoT or like EE with balance. Work from there on what the popular opinion is with polls and justifications with data why changes are occurring like they are. Not just, hey these 3 fellas told us to remove autoqueue, that one feller hated how Petsuchos are not from Petsobek, that same feller wanted reusable godpowers(and somewhere on the internet), the balance team didn't saw the game similar to aoe2 so lets give Norse a Stable production building, lets build ox carts like Armenians and Georgians do it, lets remove hitscan projectiles so you have to research it... People hate instantkill abilities in Mobas and similar games, lets remove it from the Kraken, Cyclops, Medusa, Mummy. 😭
Personally, i don't think i like the implied changes to hero conversion for atty, where it seems there's going to be research time involved Also, Prometheus took a pretty big nerf. The main reason i used him was to get the heart tech to reduce hero conversion cost, and Valor wasn't super good either, only covering 3 military and 1 citizen per use, but making it to where it's only converting ONE unit total per use is pretty annoying
I’ve tried retold for 2 days and it’s really not worth it. I’ve gone back to Extended as sadly the 2002 model of the game is much better. If retold isn’t fixed I’ll definitely be quitting the AOM games as the old version will be to dead to play
@@jameslindsay2950 I don't think this is guaranteed. De2 killed Voobly for sure, De3 was a mixed result but it's moving to the same position as Microsoft killed the original aoe3 servers leaving only the options to use Gameranger or Lan emulation(which has increased the voobly population back up), it even helps it massively that de3 is f2p. We have to see, but I don't think it's gonna be just like EE due to the netcode being much better and players don't have to suffer with peer2peer connections. I just think if they go f2p with retold too once honeymoon period is over and the playerbase plummets down, those who preordered and bought the game will feel the same ripoff as those who bought de3.
I say huuuuuge nerf to already worst Ra's early game. Sphinx costing gold killed mass farm + bastet strategy and Ptah's shifting sands killed for early defense too. Ra is straight up fast heroic God only. Ofc these thoughts are based on vanila game, so it can be quite different at the end.
@@BoItTV ok, but if you have 1 starting gold, Ra can be quite easily contained and gold starved. It feels like fast heroic and quick elephant spam is the way for Ra now.
Yesterday, I saw a stream about campaign and skirmish and dont like it .. It's more like cartoons The new character edits most of it ugly and funny like chiron
I dont like the hunting dogs upgrade… searching for hunt and going for it because of the extra 30% was a kind of skill and risk. Now in the heroic Age the upgrade of hunting equipment to get 10% more is stupid… everybody just gonna sit in their base… And maphacks Sound King of busted too
I partially agree with you. On the other hand, I think hunt being so prominent on the maps that I've played so far at least, makes it a great source of food for a much longer time in the game, meaning it's possible to get use out of the new tech. It also serves as bonus sustain for your villagers.
@@BobSmith-wg5wz it’s not even the same game now, its age of empires with a mythology spin off. Mind you, I don’t like change when something is already good, AOM was good, if anything should have been left the same just redefined.
I'm a too infrequent player to know/care about the mechanics changes, but I find that the portraits look "off" somehow. Kind of AI-generated, at the very least lacking that "certain something" the original ones have. Don't like them.
This is fucking insane. They improved the game in such a good fun way man
I think now you need a Fortress to advance to Mythic, you don't need a Market anymore
This is correct!
That's a really cool change
Yes 😭🙏
Egyptian nerf
We're really gonna be using "Fast Fortress" terminology in AoM now huh?
Nice to see the game being a bit different from the original. New stuff to explore!
I dont know how it wil work in practice, but extra range on melee units in AoE2 and AoE4 is incredibly strong.
It not only means your units can attack a little earlier, but it also means your units can attack from behind other melee units. So they can attack a lot more, without having to walk all the way around your other units.
It might be hard to picture how powerfull this is without having seen it, but the difference can actually be huge.
If it works the same in AoM as it does in AoE2 and AoE4 that might be OP for that price.
I think you're absolutely right. It's a must grab tech!
I think "incredibly strong" is still underselling it. Steppe Lancers from AoE 2 DE release patch still give me nightmares.
Destroyers have always had a longer melee range already.
AoE 4 has entire unit comps built on this mechanic: Japanese Onna Bugeisha have long range but low armor, and so you can micro to have your heavily armored Samurai on the front line.
Love that they’re bringing this level of tactics to AoM:R
Extra range on melee is indeed powerful, however for AOM there's gonna be slightly less of an impact compared to AOE2;
The first reason is because AOM units have better/smoother pathfinding.
Second, armies in AOM aren't as big as they can be in AOE2, because military units all cost more than 1 pop space, and apart from 10 houses, you only grow pop from map control(town centers), so with the available pop space, if you want to have a well-rounded army, you won't be able to highly abuse the range increase without highly over-committing to 1 unit type.
Third, there's myth units involved in the counter tables. If you go mass (saryssa) hoplites, enemy will just spam anti-infantry/archers + myth and snipe your heroes, and still come out on top.
Love that they did with water. Now every civ gives 2 myth water units.
And some of their old patron minor gods still get an unique upgrade for them to distinguish them e.g. regen for Scylla via Dionysus & Trench Krakens for Njord
@@devangnivatkar2649 they had to make up for removing their unique myths units
Excited to watch you cast some games, the new graphics looks amazing in casting mode
Changes Boit missed/not addressed (based on TtD, Voobly might have different base numbers) (FoodWoodGold/Favor/Population cost)
Greeks:
--Major Gods
Hades Vault of Erebus is pricier (100F/5 to 150F/20) with improved trickle rate
--Classical minors
Sarissa changes(200W/15 to 100W/15, instead of -10% hack vulnerability, it's +10% attack and 1.5 range)
Aegis shield is cheaper (300W/25 to 150W/15)
Centaurs are cheaper (200W/12 to 180W/12)
Sylvan lore gives 35% instead of 30% HP
Spirited charge is buffed (250F/25 to 125F/25, also adds +10% damage to centaurs)
Winged messenger cost change(50F/2 to 50G/3)
Cyclopses are cheaper (250/18/4 to 175/18/3)
Will of Kronos cost change (200F/15 to 200G/15)
EnyoBoH: cost change (150G/12 to 125W/12)
DeimosSoD: cost change (200F/15 to 150G/10)
--Heroic Minors
Manticore pop cost from 5 to 4
Oracle cost reduction and nerf (150W/10 to 75W/10 from +6 LoS to +4)
Temple of Healing cost reduction and probable buff (150G/12 to 75G/12 and heals in an area instead of single target)
Sun Ray cost change/reduction (200G/30 to 100F/20)
Anastrpohe from Dio to Apo effect + cost change (300F/20 to 100W100G/15, from general buff to ram ship to crit strikes)
Hydra pop cost from 5 to 4
Scylla cost change (200G/15/5 to 200G/20/4)
Thracian horse cost reduction (300F/30 to 150F/30)
Nemean Lion supply reducion (4 to 3)
Golden apple cost reduction 2000F150G to 100F75G
Divine blood cost reduction 300F/30 to 100/30
Roar of Orthus change: Armor increase to special ability area increase
--Mythic Minors
Forge of Olympus cost reduction (300G/30 to 200G/20)
Medusa cost change and reduction (250G/28/5 to 250W/24/4)
Karkinos pop reduction (4 to 3)
Face of Gorgon no longer increase Medusa HP
Monstrous rage effect change: no longer adds damage, but increases attack speed and speed
Chimera cost change and increase (300G/30 to 350F/30)
Flames of Typhon now gives Damage over time/DoT alongside old bonuses
Shafts of Plague damage buff increase (+15% to +30%)
--Zeus-sepcific
Heracles cost change, bumped to classical, and has ranged attack (350F/4/3 to 50F150G/3/2)
Odysseus to heroic and cost adjustment (200W/2/2 to 250W100G/4/2)
--Hades-specific
Gastraphetes cheaper (110W70G to 100W60G)
--Poseidon-specific
Hetairoi change (50F81G to 44F88G, no longer has bonus vs buildings, now deals area damage)
--General Greek:
Archer-line upgrades +1 range for peltasts every level
Cav-line upgrades +1 LoS every level
Eggies
--Major Gods
Ra no longer buffs Pharaoh empowering rate
Prosperity now affects caravan(? forgot if they affect it in previous or no)
--Minor Classical
Sphinx pop cost decrease (4 to 3)
Adze of wedpawet cost decrease (100G/10 to 50/10)
Criosphinx HP bonus change from +50 flat to +20% (from 350 to 360 assuming base unchanged)
Wadjet pop cost decrease (3 to 2)
Scalloped axe buff (from +10% to +15% damage)
Leather Frame cost decrease and buff (from -10% to -15% pierce)
Electrum bullets damage buff (+10% to +15)
Shaduf buff (-33% to -50% gold cost)
Anubite pop cost decrease (3 to 2)
Feet Jackal HP buff from +50 flat to +40% (from 250 to 280 assuming base unchanged)
Necropolis cost change (150G/5 to 50W150G)
--Minor Heroic
Locust swarm also affects fishing ships and livestocks
Roc cost reduction (150G/15 to 150G/10)
Petsobek/suchos pop cost reduction (4 to 3)
Medjay cost reduction (300F/25 to 300F/15)
Crocodilopolis cost reduction (300W/20 to 200W/15)
SunBrick cost reduction (300W/20 to 200W/20)
Scarab pop cost reduction (5 to 4)
Bone Bow cost reduction (200W/20 to 125W/20)
Sling Sun cost reduction (200G/15 to 100G/15)
Stones of Red Linen>Force of the West Wind (300W/25 to 150G/20, adds same damage but replace +20% crush damage for siege ship to +20% crush damage to scarab)
Ram of the West Wind Removed
Nepthys non-navy changes skipped
Leviathan pop cost reduction (4 to 3)
--Minor Mythic
Mummies cost change (200G/25/5 to 275W/28/4)
New Kingdom cost reduction (300G/25 to 150G/25)
Avenger pop cost reduction (4 to 3)
Axe of Vengeance cost reduction and new effect (300W/20 to 150W/20 and add damage based on missing HP)
Old Greatest of 50>Spears of Horus (300F/30 to 250F/20, no longer increase hack armor)
Spears of the Horizon>New Greatest of 50 (300G/30F to 150G/20, no longer increase spearmen attack by 10%, HP bonus applied to all infantry instead of spears only)
Phoenix pop cost reduction (5 to 4)
War turtle cost reduction (300F/25/5 to 300F/15/4)
Valley of Kings effect change (from -66% train time migdol only to double spawn when empowered on barracks+migdol)
Tusk of apedmak cost change and new effect (300G/30 to 250F/15, also reduce elephant population cost, but no longer increase their HP by 20%)
--General Eggy Change
Ballistae added to Egypt arsenal, pop cost increased (3 to 4)
Norse
--Major Gods
Pig Sticker (thor-specific) replaced with Thunder Hammer
Great Hunt can spawn hunts and stronger at later ages(previously it needs some hunts to cast)
Lone Wanderer (odin specific) > Hamask (175W/5 to 175W/12, effect changed from flat +10% speed to increase speed and attack as berserk/ulfsark dying)
Odin hunt bonus changed, instead of +20% on hunts, it's +10% on hunts, herdables, and probably berries
Odin Great Hall/Hill Fort unit bonus nerfed from +20% to +10%
Odin human soldiers now regenerate HP anytime (someone else alr commented)
Eyes of the Forest effect change, instead of granting berserk/ulfsark LoS, it's temporary maphax)
Loki no longer reduces favor cost of Myth Units and increase speed of Hersir
--Classical Minors
Valkyrie pop cost reduced (4 to 3)
Thundering Hooves cost reduction (300F/20 to 150F/20)
Troll pop cost reduced (3 to 2)
Hall of Thanes cost reduction and effect changes (300W/10 to 150W/10, no longer give +10% HP and makes hersir SUPERNYOOOM, now modest speed buff for hersirs of 15% instead 25% but also increases infantry speed by 10%)
Mithril/Dwarven Breastplate buff (-20% hack for berserk/ulfsark and hirdman)
Hamartroll/Cave troll effect change, no longer increases troll's on-paper stat, only special attack.
Eihenjar pop cost reduction (3 to 2)
Eidhrimmir Kettle/Gjallarhorn cost change and effect change (250F/10 to 250G/10, from +10%HP and 40% hack damage to +10% damage and +25% all damage net change to 10Crush/21Hack to 12.5Crush/18.75Hack. Also increase duration of damage buff by 5) (I don't know how to spell the old tech name btw)
Safeguard cost and effect change(200W/10 to 100W/12 instead of +100% on towers and walls, it's now +25% on them AND reduce all gold cost on buildings by 25%, affects temple so far)
Artic Wind removed (+10% speed and HP for longboats), replaced by Rigsthula
--Heroic Minors
Frost Giant pop cost reduction (5 to 4)
Huntress Axe change (cost from 300G/20 to 150G/20 but no longer increases damage, only perfect track rate and range)
Winter Harvest cost reduction(cost from 200F/20 to 100F/20)
Battle Boar pop cost reduction (4 to 3)
Call of Valhalla buff (200W/20 to 100W/20 and another effect)
Thurisaz Rune change (200W/20 to 100W/20, but speed buff reduced from 12% to 10%)
Swine Array buff (200W/20 to 125W/15, +10% hack to hirdman and +100% bonus damage to cavalry, Hirdman is a new unit for norse)
Long Serpent change, moved from Njord (250G/25 to 100W200G/20 and new effect of boosting Longboats based on how long they're in combat)
Mountain Giant pop cost reduction (5 to 4)
Ring Giver buff (400G/25 to 125G/25, also adds +100% multiplier vs Myth units to Jarls)
Wrath of the Deep (200G/15 to 100G/15 and able to cast ability more often)
--Mythic Minors
Sons of Slepnir change (300F/20 to 150F/20, instead of +200% multiplier against ranged soldiers, it's +100% and 10% hack damage)
Dwarven Auger change (300G/30 to 150G/30 but speed bonus from +20% to 10%)
Artic Gale removed (+20% speed and -30% hack damage vul for siege ship)
Fenris Wolf Brood change (175G/15/3 to 175F/15/2)
Berserkergang change (300G/30 to 150G/30 but no longer boost stat of berserk)
Bravery buff (300F/25 to 250F/22, bonus vs building from +100% to +125%, damage buff retained)
Granite Blood buff (instead of +200 flat, it's +20% for Mountain Giants, from 1200 to 1440 assuming not going for Njord, +40% for fire and frost giant for a total of 840 instead of 800
--General Norse Changes
Ox cart no longer cost population
Dock cost change (from 120W to 100W)
Temple cost increase from 80W100G to 150W150G
Bolgsveigr replaced by Godi, pop cost increased (from 2 to 3)
New Unit: hirdman - Anti-cavalry specialists
Atties
--Majors
Oracles (Kronos) replaced with Temporal Chaos
Safe Passage effect changed; no longer decreases cost and increases LoS, now increases garrison capacity by +20
Channels cost and effect change (25F100G/10 to 100G/10, now increases all unit's movespeed in Lush by 15% instead of universal +20% bonus for citizens and caravans)
--Minor Classical
Promethean cost change (175G/14/3 to 75F/8/2)
Alluviial Clay cost change and buff (150G/12 to 140F/10 and add 1 promethean offspring on death)
Heart of the Titans (200G/20 to 100G/10, also a new hero promotion mechanic tease)
Hephaestus' Revenge change (200G/10 to 100G/10 but reduces regen rate from 1 hp/sec to 0.5 hp/sec
Volcanic Forge change (200F50G/15 to 100F50G/15, from 20% automata/15%hero/10%normie soldier/10% ship pierce vulnerability nerfed to 20%auto/10%hero/10%soldier/10% ship pierce
Servant pop cost reduced (3 to 2, also why this dingus is locked behind oceanus while other naval myth unit seemingly available for everyone?)
Bite of the shark change (200F/15 to 100F/15 but reduced damage increase from +15% to 5%
Weightless mace cost change (200F/25 to 50W50G/15)
--Heroic Minors
Satyr pop cost from 3 to 2
Gemini changes from yeeting 6 spears into more damage per javelin
Heroic renewal changes (200G/15 to 125G/15 but reduces regen from 2 to 1.5)
Behemoth pop cost reduction from 5 to 4
Mail of Orisomething change (250G/15 to 125G/15, instead of -20% hack and pierce vulnerability for arcuses of normal and heroes, it's -20% hack for arcuses and -20% vulnerability for turma)
Hesperides heals MU and probably no longer blocking usage of God Powers in its area
Simp birbs pop cost reduction from 4 to 3
Poseidon's secret change (300F/35 to 150F/30, trades 15% attack bonus for 15% cost reduction
Lance of Stone (300G/12 to 100G/12, now affects normal contarius)
--Mythic Minors
Heka Gigantes pop cost reduced by 1 (5 to 4)
Mirror tower cost change (250W100G/3 to 75W50G/5)
Halo of the Sun change (350G/20 to 150G/20, no longer increases damage, but increases range for fire ships and fire siphons)
Petrified changes (250W100G/15 to 150W50G/10 but changes hack vulnerability to conditional passive instead of permanent passive)
Argus pop cost from 5 to 4
Titan shield change (350W200G/15 to 200W75G/15 and effect change)
Eyes of Atlas tech removed
Lampades pop cost from 5 to 4
Asper Blood changes (250G/15 to 175G/12 from suicide damage to CHIMKINS MACHINE)
Mythic Rejuvenation cost reduced (300G/30 to 150G/30)
Celerity bonus changes from faster training to increase movespeed and attackspeed
--General atty changes
citizens cost from 125F25W/3 to 85F15W/2 with cap increased from 25 to 50
General changes after peeking around
town center no longer cost food
+1 to all starting villagers or at least Norse and Egyptians do
all combat ships are available at classical
Heroic Fleet cost change (200F200W/15 to 200F200G/15)
ships not very pop efficient anymore (arrow+hammer ships pop cost +1)
hunting dogs (fast hunt at +30% is changed to +10% and slew of villager survivability)
Titans have far less damage resistance (from 90/90/95 to 80/60/80) but 4x the HP (7k to 28k)
new age called wonder age, mainly buffing titans to kingdom come (+50% HP and attack), and can rebuild titan gate every 10 minutes, but wonders cost and arm and a leg to build (5000FWG/85F and very lengthy build time, of around 4x titan gate)
Personal thoughts:
-Sarissa and Lance of stone are going to be broken, look at Kamayuk in Age of Empires 2 DE with their extra 1 range compared to normal infantry, they WILL shred anything they get their hands on as it lets them engage other units better if pathing is a buggy mess
-don't think the oracles are going to be really busted tho, likely needing no fog-of-war to see what your opponent is training
-They really are pushing for more myth unit plays with reduced pop costs and try to promote usage of unique tech with general cost improvements across the board
-RIP Valley of Kings, no longer blitzing a gazillion of elephants at alarming pace.
It seems the atlanteans will have a new, and interesting, way of gathering divine favour. I'm really looking foward to testing them.
I love the educational content. I finally wanna start learning the game properly when it releases so would love to see more.
We should play together :) I’m looking for more people who would love to play it amongst friends and have a great time
Is it just me or do the scale of units and buildings in proportion to the map feel off? I liked classic AOM more in that regard.
@@gravoc857 yes, it’s horrendous.
Yo missed nephtis
poseidon lure and tech too
Odin regeneration doesnt require you to stay idle based on text. 0.7 per sec increasing by 0.1 each age is a meaningful number too.
Odins tech says for 1% missing you get 0.25% so if you miss 40% health you only get 10% speed and damage. For 80% it is 20%. Doesnt seem that strong but I have faith combined with regen for the raiding god.
Yeah it seems like healing is completely reworked. Need to actually investigate what is going on but no editor so it's a bit hard.
Alright so what I can gather from file exploration...
Kronos has Temporal Scaffolding for his manors (can't be bothered to look up the revealed effects from months ago) Siege Weapons return some resources on death (or when trained?) still has deconstruction and time shift, and now receives a x2 myth units when advancing age.
Ouranos now only gives his speed boost to units that have been upgraded, enemy units attacked by Ouranos units share their line of sight for a time (more map hacks!) Units have more LOS, and can still build sky passages. Still has Shockwave.
Gaia still has lush and forests, citizens are cheaper to upgrade into heroes, and eco guild techs are cheaper.
They all feel like they lack bonuses, but I assume that's simply because they are hardcoded; though it's also a possibility they are under a heavy rework at the time of writing hence why the Atlanteans were not included as part of this Open Beta test.
After some tests:
Loki's 25% building speed bonus doesn't apply to town centers.
Loki can now spam myth units above the population cap so that ability isn't useless in the late game anymore.
Now that jarls don't do bonus damage to myth units and odin doesn't give them bonus hp they're only worth making instead of raiding cavalry if you have ring giver.
Either greek/eggy get favour faster or norse slower than before. Norse used to have the fastest favour generation in the game. Now it doesn't feel like that's the case anymore.
Throwing axeman are weaker than before. Bogveigir are stronger than before and they're heroes but they take 3 pop instead of 2. Ballista is much stronger than before against units (ballistics upgrade gives them 99 track rating) but take 4 pop instead of 3.
Manticore + ballistics seems very strong.
Hades now spawns shades at last build temple instead of the first build temple so now you just have to build a new temple where you want to spawn the shades. Before you had to delete all temples to set a new spawn location.
Militia is weaker and some buildings spawn less militia than before.
Greek heroes are stronger but perseus doesn't insta kill anymore. Instead it deals 300 damage and the unit is petrified/stunned for a while. Same with medusa except it deals 400 damage.
Temple of healing heals 15hp/s now (down from 20).
Prodromos, camelry, war elephant can get much stronger than before. Now prodromos are good enough to beat any cavalry for the same cost/pop.
Mercenaries seem weaker. They lose hp instead of having a time bar. So now they'll only have half hp after half the time is gone when before it wouldn't affect their hp. They also have more hp and less attack which is a disadvantage since they're not permanent. I regret not testing If they can be healed and if you can keep them alive indefinitely like that. If it works, spamming mercenaries with isis and healing all of them at once with a monument might be busted.
If the numbers displayed are correct petsuchos deal around 5 times less dps now which would mean they're godawful.
Pharaoh/priest are much weaker against myth units now and nepthys doesn't buff them nearly as much as before. Eggy already struggled against colossus spam and now colossus is stronger, pharaoh/priest are much weaker and mummy isn't an insta kill unit anymore. The simplest solution would be to give priest more bonus damage against colossus in particular.
Roc shouldn't be op anymore since it has to land and take off now (but it has a lot more hp).
Units can deal 0 damage now... I had an enemy peltast attack one of my granaries and some attacks did 0 damage to it.
Destroyers already had the best pierce armor of all human units and now titan shields reduces their pierce damage vulnerability by another 50%. Maybe some archers will deals 0 damage against them now.
Units move/build faster than before. So the game will be faster paced. Micro will be harder especially when playing with multiple types of counter units that all need to attack specific units.
Mercenaries are borrowing the Minuteman behavior from aoe3, that's why they lose hp instead of having a timespan underneath the unit. Minions/Lost Ship I think also do that.
They did an AMAZING JOB with this game. It is just incredible. What a rockstar team. Thank you Boit also for this great video detailing it all! :)
I think starting with Egyptians, you tried to really speed up but you missed some important details, like Scarab being good vs. buildings AND human units now, etc.
EDIT: I just realized I might come across sounding like an ass. This was but a small thing on otherwise great video. Thank you for your hard work sir 🙏, I was clamoring to see the tech trees!
@@pavelpilecky Yeah I looked at the time at the end of greek and thought this would be 2 hours long. Maybe that was the better call. I missed some stuff unfortunately 😕
@@BoItTVwe still ❤️ you ty. You should reach out to t90official, fitzbro and Aussie drongo to cast with them. They are relearning the game and would appreciate your big Brian. 🧠
Didn’t he forgot nephtys / scorpionman ?
I like the chickens thing. I feel like they put it there just for the funsies 😂
Can you manually have anubites jump over walls now despite not having any enemies there. That could be huge for attacking villagers and such during battles. Also with Atlantis I can now craft a new bold army of chickens. Prepare for the cluck!
@@Legion12Centurion yup!
I honestly hope the expanded mod guy works on aom retold too, that's a dope ass mod
+100% increase on the range of Nemean Lions is insane, it quadruples the size of the AoE
Sadly a bit rushed after the Greek but otherwise great video! Really looking forward to see the games!!
Fimbul also says prevents garrisoning that sounds pretty strong
Haven't seen it yet. It sounds absolutely BUSTED.
Oh god that sounds like a nightmare for the defending player. 😵
Flaming Weapons + Fimbulwinter all-in
That's honestly the most bullshit change they could have made to that power. What are Norse opponents supposed to do, pre-emptively build walls around where their villagers are working?
You skipped Nephthys .
Manticore, colossus, petsuchos, mummy, battle boar, mountain giant, satyr, stymphalian bird, heka gigantes, lampades etc. take 1 less population now. Much stronger per pop.
Ooooo totally missed that 😓
Changes so far are looking very cool. I love that they are pushing Mythical Units more and that (maybe) onshot Units arent One-Shotty anymore. Very awesome so far.
Love how you just came up with strata and theory from the descriptions
I like these changes!
oceanus sounds very good now
Oceanus S tier!
I think he also is the only MINOR god that gives you a water myth unit
@@hectorcastillorodriguez8715 theres the
the kraken and scylaa too right?
Not happy with Oceanus personally
@@klavicus2276 why is that?
i needed this so much
You can see unit stats by going to the 'Treasury' section
Some things I noticed:
Myrmidons now do pure divine damage i.e. ignore armour
Son of Osiris also does pure divine damage. Attack benefits from upgrades; was 72 FU
Bellerophon has the lowest base attack of the Mythic Age heroes, but 1/3 of his damage is divine
Perseus also has high attack (like EE, unlike Titans), 1/3 is divine
Polyphemus has the highest attack, but crush damage (like before) instead of divine damage
Heroes of Ragnarok have been nerfed across the board except for attack. The base attack is lower, but it scales back up. HP 120 -> 110, speed 4.8 -> 4.3. Armour is also lower, but don't remember the exact values
There's also a mention of Hero Chieroballista, so that's new
Bravo boi thats what we needed to see….the teach tree of the new retold aom…..iam excited to play 🎉🎉
So considering they use the old formula for build time multiplier with more vils a wonder built by 30 vils still needs 506 secs to go up. Dunno, if it (and wonder age) will have any meaning in competitive games which is kinda sad and feels like a bit of a waste. Just out of curiosity I wrote a short python script to check the build times (to a max of 100 vils), if you want to know:
with 1 Vil: Build Time 5400s
with 2 Vils: Build Time 4050s
with 3 Vils: Build Time 3240s
with 4 Vils: Build Time 2700s
with 5 Vils: Build Time 2314s
with 6 Vils: Build Time 2025s
with 7 Vils: Build Time 1800s
with 8 Vils: Build Time 1620s
with 9 Vils: Build Time 1472s
with 10 Vils: Build Time 1350s
with 20 Vils: Build Time 736s
with 30 Vils: Build Time 506s
with 40 Vils: Build Time 385s
with 50 Vils: Build Time 311s
with 60 Vils: Build Time 261s
with 70 Vils: Build Time 225s
with 80 Vils: Build Time 197s
with 90 Vils: Build Time 176s
with 100 Vils: Build Time 158s
the formula was (and still is up to aoe4) buildtime*3/(vils+2), so 4 vils need only half the time, 10 vils a quarter, 22 vils an eigth and so on
17:40 Argo was Poseidon only before
And it was already moved to the Heroic Age in the last patches of Extended Edition
That enyos bow of horror thing counts ALL piercing damage... if that means ships, buildings, myth unit attacks... could be a very very good choice defensively when ares was so aggressive before.
More population or not?
Sorry for the reply being late but yeah, there is extra pop, house build limit was increased from 10 ( so 100 pop since every house gives 10) to 16. So essentially if you have 3 fortified tcs plus full houses you go up to 220 pop.
They did Gaia dirty. Why does Gaia look like Groot?
The BETA (45... thing moving around could have been smaller
Bellerephon and Herakles now have ranged attack as well :D
No one: Nothing
Boit: Silence ... Thats gonna be busted 😮😮😮
I love BoIt! ❤
Poseidon has a very zoomy titan ... plus 0.4 for that creepy crawler is insane
What about nephthys?
I totally missed them didn't I!!! Oof.
Lots of little changes but it's all still there in one way shape or form from what I've seen.
There's a new tech which gives you gold back on lost units, can't remember exactly but very interesting.
gogogo let's gooo !!!
Contorius not having building damage hurts my soul (and means i csn just steamroller a base with 10 of them)
OMG I am so hyped!!!
Do you think Thor will still be formidable in the lategame? I was hoping for some kind of improvement to his unique 4th tier of Dwarven Armoury techs, but besides the free dwarf you get for each one, it still seems prohibitively expensive for the effects they provide; compared to researching other techs or just making more units
I'm enjoying skirmish, its almost never ending if there's a good fight and any number of titans can be unlocked
But still more things to explore and also few things i didnt like
Honestly this is the closest we will get to a AOM 2 so ima just call this game AOM 2 since there are enough changes in this game that will make it feel like the same game but also a different game.
I think it’s all a balancing act at this point. And also a balancing act to make each civ still feel very unique with these changes without using the most common cheese strats for each one.
The added addition to making the game feel more chess match and knowing your enemy and what they are doing and where they are seems like it will be beneficial when your planning things out. It might fall off towards late game and a tad In the mid game but will have to wait and see.
Sadly I’m so busy nowadays I won’t be able to really play this as competitive as I use to. But will be fun regardless. I’m so excited! Great video Bolt keep it up!!! 🔥🔥🔥
I'd love if it was aom2, but Microsoft would had to put out a bigger budget for the campaign than just reuse fall of the trident, new atlantis and golden gift.
@@zonetropper this is true. They will work on two separate campaigns as we speak. The Chinese and the other new civ.
Zues temples seem super OP at the moment.
looks promising for sure
Im watching greeks but whats poseidon tech? Godpower is the same? Apollo tech also says you gain vision when hittin enemies with arrows. Please read all we dont have beta 😅😊
Ahh, Pos tech gives regen to cav now !!
@@BoItTV thats awesome!
hype🔥
you forgot about Nepthys
Ballista + ballistics demolishes units (but now it takes 4 pop instead of 3).
Anyone made hetairoi work? The splash damage is low so they're only situationally better than hippikon to the point I don't think it's worth bothering with them.
I wonder if seeing what your opponent is training (with oracle upgrade/unit) can be taken advantage of in any significant way.
Cyclopses are cheaper WHAT IN THE PROSTAGMA🥶🥶🥶🥶🥶
it said on the tooltip that fimbulwinter stops garrisoning, isnt that a pretty big buff?
nvm i watched for 60 more seconds lol
Can anyone confirm if they mentioned China being down the road as DLC?
Confirmed.
i dont know if the art is ai, but i honestly dont like the hades art. Also, myrmidons werent from Argos...
Love hades art but there are some minor gods art I don’t like. Like are and especially the Atlantean ones
Isn't the original Zeus damage to buildings bonus only hoplite and this is all infantry?
No, on titans it is all infantry as well.
It was Hoplites move 12% faster & all infantry x2 damage against buildings (i.e. Hypaspists & Myrmidons as well)
After playing yesterday there’s enough changes where I feel confident in saying this isn’t AoM classic with some improvements. This really is AoM 2. And I’m not sure if I like it or not. They’ve totally dumbed down econ for console players. You can throw a lot of your build orders away too.
I don't get how you couldn't be happy to get some attention on a game you love. It will be better balanced in the end for sure (AOE2 and 3 DE are). Changes make things exciting.
@@Leotophe Why would someone want a game that's worse than the one they Already enjoy and doesn't need a remake at all? AoM players don't care about attention.
You forgot Nephthys -_-
When will we see the TITANS?
I'm glad they reversed some of the additions in EE, like the new units that were mostly useless or even broke th Civs identity.
Wow, I loved the new arts and icons, especially the armor and army upgrades, bronze, silver and gold icons, surprised you didn't react visually. Where I can see your first gameplay and reaction. I couldn't find the full twitch live
Atty Titan possible Strongest Titan now?
Axe of vengeance seems very strong. Overall it gives almost +50% damage (unless you retreat and heal your units).
Tusks of apedamak seems busted.
Ra empower seems broken. 20 range is a lot. It could empower most of your buildings at once (town center, towers, resource drop points, temple and so on).
So if you empower a building valley of the kings not only halves the training time but also the cost by spawning a copy of what you trained? That's broken.
Regenerating hydra/scylla is very cool.
Hetairoi might be busted in large groups depending how much splash damage they deal.
Nemean lion stuns and gets +100% aoe? That seems very strong maybe even stronger than chimera.
I wonder if argive petronage is per fortress or generates at the same rate no matter how many fortresses you have. Could be very strong.
I also wonder about ballistics vs huntress axe.
Berserkergang might be busted in some matchups. Ulfsarks are high damage squishy units. Now let's assume a fully upgraded ulfsark (thor, forseti, bragy, tyr) fights a high hp low damage unit. If ulfsark deals 10 dps they heal 3.5 hp/s. If the target deals 7 dps to the ulfsark the life steal from ulfsark basically halves the damage they receive.
Looks like only greeks get ballistics, which improves ranged attacks across the board. Meanwhile norse get it for axemen only.
I'm guessing it's like AoE2. Ballistics applies only to pure Archers. Throwing Axemen, Mamelukes, Gbetos & Chakrams don't benefit from it, being ranged infantry units which deal hack (melee) damage
So Huntress Axe enables Ballistics for Throwing Axemen in AoM
I checked and everything gets ballistics including throwing axeman. So huntress axe only increases range by 1 if you have ballistics.
units feel super small, i cannot see anything in a high grass density map. I liked the original more sadly
Original has superior graphics and design, but at least Retold seems gameplay faithful.
Zoom in !
@@softwarelivre2389 yeah the switch to realism(?) looking is a bit rough but then again I played the 5 missions given back to back, theres something to it
U need to lower Foliage Quality in graphics settings, it has 3 options "None", "Minimal" or "Full" . I didnt notice a differ from "None" to "Minimal" but yeah choose one of those and the grass is gone!
Just lower foliage quality…
Disapointed that heroic fleet stills in the game instead of giving each god a unique hero ship. But to be fair, no ones plays any age game in water
why cant i watch your last stream on twitch??
Really like a lot of the changes. But the Norse feel busted, nothing but super good additions.
Someone will still say they’re not strong enough and probably demand every other civ be nerfed because of it.
Norse should be better than everyone else anyway so it’s cool
-me, a Norse player
They lost a bit of their early game flexibility IMO, compensated by the eco buffs of villagers building houses & ox cart buffs
Earlier you could go double Longhouse into full Raiding Cav, and then add some Throwing Axemen if required. Now you have to go double Great Hall for the same, and then build another Longhouse for Axemen
@@devangnivatkar2649 This also touches on the Norse Asymmetry since the point of them was to have only 2 military production buildings minus Temple. No idea why it was done. They could have put the Godi in the Temple if they wanted the spare room.
lets gooo
ITS OUT ?? amazing
Beta
just a beta for the people who bought the special editions.
Sarissa might be super op. If you have 2 rows of hoplites can the 2nd row reach the enemy? Also can you kite slower units with hoplites?
You could kite and attack with a 2nd row but it didn't seem that strong when I tested it.
myrmidons become free? how is that not ultra broken?
Hello boit. Have any date for attys?
Fimbulwinter and fenris were so weak in the original IMO.
Where is the new 5th Age info?
Does Set's discount add up to 25% for all military human units with all monuments? That could be very strong late game.
I think it doesn't stack.
Also Isis with all upgrades will increase the hp of all human soldiers by about 25%.
It doesn't stack, it's only a 5% discount.
This should free for who buy original ee laggy game. Just like with mafia remaster
Did Egyptians had a ballista in the tech tree. Is that a mistake perhaps or do they have ballista instead of siege towers now
2002 release: Egyptians only had Siege Towers (hybrids of troop transport, battering ram and some archers inside) and Catapults built from Siege Workshops
Maybe ballista instead of catapults
@@klavicus2276 They still have Catapults. I made them yesterday. Sekhmet tech even makes them available in Heroic Age
Dude you forgot the scorpions wthell
Sowwy 😔
Imo nemean lion, plenty, son of osiris, valley of the kings, tusks of apedamak, ra empower are way too strong.
A bunch of nemean lions using the special one after another can stun an army/villagers for seconds. Enough to surround and kill most units. The stun should be very short or no stun at all and instead knock units away like cyclop/troll/battle boar/heka gigantes or units should have a cooldown after being stunned so they can't be stunned again during that cooldown.
You shouldn't be able to get multiple plentys even if it's very hard. It could have a time limit (ex.: 15 minutes) or only give 1 plenty and next time 300 of each resource for more and more favour or something else.
Idk if son of osiris can empower. If it can it really shouldn't. You could get multiple then retreat them at low hp and have them empower all your resources and other stuff and have the pharaohs in the army. Just like multiple plentys this shouldn't be possible even if very hard.
Valley of the kings can net you more resources than 20 villagers. Probably the most broken thing that ever was in aom. It should go back to the way it was.
War elephant already had the best stats in the game for the cost/population and now tusks of apedamak reduces it's cost and pop. It probably still won't be broken since elephants are so slow and expensive but still. There was no need to make the most powerful unit per pop even more pop efficient.
If I understand it correctly ra empower seems way too strong. Early game if your hunt/gold/wood are not too far apart you can empower all of them at once. Later when you get a market you could place it to the left of the leftmost town center and set the route to the rightmost town center. That way you can empower both the town center (farms) and the market at once. You could spam towers then intentionally delete the cheapest monument, build it again behind all towers and have the pharaoh safe behind all towers empowering it and by that empowering all your ballista towers for double damage. Or delete your cheapest monument, build it again near your migdols/barracks and empower all of them at once. This would also synergize very well with multiple SoO making both of those things even more op.
Argive petronage spawns 1 myrmidon per fortress every 45s. With 10 fortresses you gain more than 3 plenty worth of resources in myrmidons. That's on par with valley of the kings. Way too strong imo.
I didn't even take into account the training speed boost from upgrades and empower for valley of the kings so it's even stronger!
Centaur are trash unit now, theyre 5.5 speed and the special is absolutely useless, peggy tried to use them and almost cried.
Should synergize really well with nemean lion stun.
Rip Autoqueue, Rip Asymmetry, Rip Godpower power ceiling, Rip macro.
Why couldn't they just leave the game intact from AoT or like EE with balance. Work from there on what the popular opinion is with polls and justifications with data why changes are occurring like they are.
Not just, hey these 3 fellas told us to remove autoqueue, that one feller hated how Petsuchos are not from Petsobek, that same feller wanted reusable godpowers(and somewhere on the internet), the balance team didn't saw the game similar to aoe2 so lets give Norse a Stable production building, lets build ox carts like Armenians and Georgians do it, lets remove hitscan projectiles so you have to research it...
People hate instantkill abilities in Mobas and similar games, lets remove it from the Kraken, Cyclops, Medusa, Mummy.
😭
Personally, i don't think i like the implied changes to hero conversion for atty, where it seems there's going to be research time involved
Also, Prometheus took a pretty big nerf. The main reason i used him was to get the heart tech to reduce hero conversion cost, and Valor wasn't super good either, only covering 3 military and 1 citizen per use, but making it to where it's only converting ONE unit total per use is pretty annoying
I’ve tried retold for 2 days and it’s really not worth it. I’ve gone back to Extended as sadly the 2002 model of the game is much better. If retold isn’t fixed I’ll definitely be quitting the AOM games as the old version will be to dead to play
@@Isparky987 agreed. Retold is clumsy, novelty will wear off for most us die hards and it’ll be back to voobly and EE within months
@@jameslindsay2950You will feel more and more lonely I think... 😢
@@jameslindsay2950 I don't think this is guaranteed. De2 killed Voobly for sure, De3 was a mixed result but it's moving to the same position as Microsoft killed the original aoe3 servers leaving only the options to use Gameranger or Lan emulation(which has increased the voobly population back up), it even helps it massively that de3 is f2p. We have to see, but I don't think it's gonna be just like EE due to the netcode being much better and players don't have to suffer with peer2peer connections.
I just think if they go f2p with retold too once honeymoon period is over and the playerbase plummets down, those who preordered and bought the game will feel the same ripoff as those who bought de3.
I say huuuuuge nerf to already worst Ra's early game. Sphinx costing gold killed mass farm + bastet strategy and Ptah's shifting sands killed for early defense too. Ra is straight up fast heroic God only.
Ofc these thoughts are based on vanila game, so it can be quite different at the end.
But if they cost gold, you won't need to fast farm to mass them 😉
@@BoItTV ok, but if you have 1 starting gold, Ra can be quite easily contained and gold starved. It feels like fast heroic and quick elephant spam is the way for Ra now.
Was that DVD logo thing going on really necessary lol
Its a client protection, if something got leaked, devs would instantly know who is at fault.
Egyptians got the shaft on Retold! Weakest civ now.
Might be early-game, that you still need to spam those cheap troops and either Anubites or Wadjets or Sphinxes before reaching Heroic Age
Nice video but would be nice if your face does not cover the text
algo
Damn hoplite rush strats really got a huge nerf. Feels sad
Game design is dumbed down
how about uploading some games Boit
They are coming! 😁
No new norse god?
You will see once the game is fully released at September.
@@hawkster8951 Nice ,Tnx :)
Yesterday, I saw a stream about campaign and skirmish and dont like it ..
It's more like cartoons
The new character edits most of it ugly and funny like chiron
Unit attack and movement animations feels unnatural
I agree with you, and voice acting is strange too!
@@nurihan4764The most annoying new animation is movement animation of hippokons
I think eveything is looking too clean and unrealistic. Needs a Bit of a worn out look. Also the wood of the siege weapons etc.
They really messed up the visuals. AoM was never cartoony (except for TINES OF POWER fork boys)
can you help me please? how can I download this game?
I dont like the hunting dogs upgrade… searching for hunt and going for it because of the extra 30% was a kind of skill and risk. Now in the heroic Age the upgrade of hunting equipment to get 10% more is stupid… everybody just gonna sit in their base…
And maphacks Sound King of busted too
I partially agree with you. On the other hand, I think hunt being so prominent on the maps that I've played so far at least, makes it a great source of food for a much longer time in the game, meaning it's possible to get use out of the new tech. It also serves as bonus sustain for your villagers.
I thoroughly dislike retold.
y
@@BobSmith-wg5wz it’s not even the same game now, its age of empires with a mythology spin off. Mind you, I don’t like change when something is already good, AOM was good, if anything should have been left the same just redefined.
I'm a too infrequent player to know/care about the mechanics changes, but I find that the portraits look "off" somehow. Kind of AI-generated, at the very least lacking that "certain something" the original ones have. Don't like them.
Glad to see I'm not the only one. To me looks like the people enjoying the game are aoe players, wheras the true AoM og's are very divided.
No Chinese?
Reworked chinese will come as expansion 1.