Age of Empires II HD - The Forgotten: Changelog

Game Balance Changes (from AoC 1.0c)

Houses cost -5 wood (25 wood)



Palisade walls take +1 second to build



Stone walls take +3 seconds to build



Stone walls -50% HP in feudal age



Building HP reduced in Dark and Feudal Age



Onagers can kill trees



Trebuchets can attack trees a lot better now



Villagers can be garrisoned inside rams



Castles +1 LOS (range bug)



Guard Tower gets +1 attack



Keep gets +1 attack.



Transport Ship available in Dark Age.



Palisade Gate cost decreased to 20W.



Fish Traps building time decreased by 13 sec (train time=40, farms are still 15)

Cartography is free to research, requires a market.



Town Patrol costs -100 gold (300 food, 100 gold)



Outposts cost -5 stone

Fireships +20 HP



Demolition ships +10 HP



Trade cogs generate +10% gold

Cavalry Archers cost -5 gold



Capped Rams garrison 5 units (from 4)



Long swordmen +5 HP



Long swordmen (and up) +2 attack vs. eagles



Petards cost -15 food (65 food, 20 gold)



Spear-line +1 attack vs. camels



Heavy Camel upgrade -20 secs research time



Squires cost reduced to 100 food



Tracking cost reduced to 50 food



Two-Handed Swordsmen have 12 attack (instead of 11).



Man-at-Arms (and up) gets +1 attack vs buildings.



Camels have +1 attack.

Fervor fixed (never worked in AoC)



Monks holding relics suffer from anti-monk damage too now

Murder holes costs -100 stone



Chemistry affects Castles and Town Centers

Age of Empires II HD: The Forgotten Civilizations

Free loom removed



Start with +50 gold



Jaguar warriors +1 pierce armor



Castle Age Tech: Atlatl (Skirms +1 Attack, +1 Range)

Get Cannon Galleons



Longbowman creation time reduced to 17 seconds



Receive Heavy Scorpions



Imperial Age Tech: Warwolf (Trebuchets do blast damage), Yeomen moved to Castle Age

Castle Age Tech: Greek Fire (Fire Ships +1 Range)

Furor Celtica gives siege units +40% HP



Castle Age Tech: Stronghold (Castles & Towers fire 20% faster)

Town Center LOS +5 (moved from Teutons)



Castle Age Tech: Great Wall (Walls and towers +30% HP)



Elite Chukonu creation speed reduced to 16 seconds.

Foragers work +25% faster



Get squires



Throwing Axeman (non-elite) missile delay -2 (from 12 to 10, elite stays at 8)



Elite Throwing Axeman research cost -100 gold



Castle Age Tech: Chivalry (Stables work 40% faster)

Treadmill crane removed

Cannon Galleons removed



Huns cavalry archers cost -15% and -25% (castle and imp) -> reduced from -25% and -30%



Treadmill crane removed



Tarkan (non-elite) +10 HP



Tarkan (non-elite) gets +1 attack.



Castle Age Tech: Marauders (Create Tarkans at Stables)

Infantry civilization

Start with a free llama



Villagers affected by Blacksmith upgrades



Houses support 10 population



Buildings cost -15% stone

Unique Units:

Slinger (anti-infantry archer)



Kamayuk (anti-cavalry infantry)

Unique Technologies:

Couriers: Kamayuks, Slingers & Eagles +10% faster



Andean Sling: Skirmishers & Slingers no minimum range

Team Bonus:

Farms built +50% faster

Camel and Gunpowder

Villagers cost -5% Dark Age, -10% Feudal Age, -15% Castle Age, -20% Imperial Age



Fishermen work +15% faster and carry +15



Camels +1/+1 armor

Unique Units:

Elephant archer (cavalry archer)



Imperial Camel (camel upgrade)

Unique Technologies:

Shatagni: Hand Cannoneers +1 range



Sultans: All gold production +10% faster

Team Bonus:

Camels +6 attack vs. buildings

Archer and Naval civilization

Advancing to the next age costs -10%



Dock techs cost -50%



Fishing ships +2 LOS



Gunpowder units cost -15%

Unique Units:

Genoese Crossbowman (anti-cavalry archer)



Condottiero (anti-gunpowder infantry)

Unique Technologies:

Pavise: Genoese Crossbowman +1/+1 armor



Silk Road: Trade units cost -50%

Team Bonus:

Condottiero (anti-gunpowder infantry) available in Imperial barracks

Get bloodlines



Get gold-shaft mining



Castle Age Tech: Yasama (Towers shoot extra arrows)

Turtle Boats -10% cheaper (180 wood, 180 gold)



War Wagon creation time decreased from 25 to 21 seconds



War Wagon cost reduced to 110 wood, 60 gold



Fortifications (walls, towers, castles) built 25% faster



Team Bonus changed: Mangonels & Onagers minimum range reduced



Castle Age Tech: Panokseon (Turtle Ships move 15% faster)

Cavalry civilization

Villagers kill wolves with 1 strike



Forging, Iron Casting, Blast Furnace free (requires blacksmith)



Scout Cavalry, Light Cavalry, Hussar cost -10%

Unique Units:

Magyar Huszar (cavalry)

Unique Technologies:

Recurve Bow: Cavalry Archers +1 range



Mercenaries: Magyar Huszars cost no gold

Team Bonus:

Foot archers +2 LOS

Base cost for Plumed archers increased to 50g, 50w



Castle Age Tech: Obsidian Arrows (Archer-line has +3 attack vs. buildings)



Elite plumed archer upgrade costs 700F 1000W (instead of 500F 1000W).

Elite Cannon Galleons removed



Mangudai Siege bonus limited to Rams



Mangudai (non-elite) delay -50% (from 10 to 5)



Castle Age Tech: Nomads (Destroyed houses don’t lose their population room)

Castle Age Tech: Boiling Oil (Castles do extra damage vs. rams)

Market costs -75 wood



Castle Age Tech: Madrasah (Killed monks return 33% of their cost)



Non-elite Mamelukes get +1 attack.

Infantry and Siege civilization

Farms work +15% faster



Tracking free



Siege units 15% cheaper

Unique Units :

Boyar (cavalry)

Unique Technologies:

Orthodoxy: Monks +3/+3 armor



Druzhina: Infantry damage adjacent units

Team Bonus:

Military buildings (Barracks, Archery Range, Stable, Siege Workshop) provide +5 population

Missionaries affected by Bloodlines



Castle Age Tech: Inquisition (Monks convert faster)

Town Center LOS restored to normal (moved to Chinese)



Town Center garrison +10 units, maximum arrows +5



Town Center +2 attack removed



Teutonic Knight (non-elite) +10 HP



Monk healing range bonus fixed (didn`t work automatically in AoC)



Castle Age Tech: Ironclad (Siege weapons get +5 extra melee armor)

Elite janissaries are now affected by the Turkish team bonus



Castle Age Tech: Sipahi (Cavalry Archers +20 HP)

Team Bonus: Docks -15% cheaper (rather than -25%) (Docks cost 128 wood instead of 113 wood)



Viking ship cost now staggered per age: 10% cheaper in Feudal (81w-27g), 15% in Castle (76-25), 20% in Imperial (72-24)



Get treadmill crane



Berserk (non-elite) +4 HP



Longboats wood cost same as galleys



Berserkergang cost 850 food, 400 gold (from 500 food, 850 gold)



Castle Age Tech: Chieftains (Berserks get +4 attack bonus vs. cavalry)



Berserks/Elite base HP becomes 54/62 (instead of 48/60). Training time of berserk line reduced to 14s (from 16s).

New Technologies (29)

Eagle Warrior (300 food, 200 gold): Upgrades Eagle Scouts to Eagle Warriors (+1 PA, +5HP, -3 secs creation time) (Castle Age)



Gillnets (300w, 200f): +25% speed for fishing ships (Castle Age)

Andean Sling: Skirmishers & Slingers no minimum range ( Incas, Castle Age)



Atlatl: Skirms +1 Attack, +1 Range ( Aztecs, Castle Age)



Boiling Oil: Castles do +9 extra damage vs. rams ( Persians, Castle Age)



Chieftains: Berserks get +4 attack bonus vs. Cavalry ( Vikings, Castle Age)



Chivalry: Stables work 40% faster ( Franks, Castle Age)



Couriers: Kamayuks, Slingers & Eagles +10% faster ( Incas, Imperial Age)



Druzhina: Infantry damage adjacent units ( Slavs, Imperial Age)



Great Wall: Walls and towers +30% HP ( Chinese, Castle Age)



Greek Fire: Fire Ships +1 Range ( Byzantines, Castle Age)



Inquisition: Monks convert faster ( Spanish, Castle Age)



Ironclad: Siege weapons get +4 extra melee armor ( Teutons, Castle Age)



Madrasah: Killed monks return 33% of their cost ( Saracens, Castle Age)



Marauders: Create Tarkans at Stables ( Huns, Castle Age)



Mercenaries: Magyar Huszars cost no gold ( Magyars, Castle Age)



Nomads: Destroyed houses don’t lose their population room ( Mongols, Castle Age)



Orthodoxy: Monks +3/+3 armor ( Slavs, Castle Age)



Panokseon: Turtle Ships move 15% faster ( Koreans, Castle Age)



Pavise: Genoese Crossbowman +1/+1 armor ( Italians, Castle Age)



Recurve Bow: Cavalry Archers +1 range ( Magyars, Imperial Age)



Shatagni: Hand Cannoneers +1 range ( Indians, Imperial Age)



Silk Road: Trade units cost -50% ( Italians, Imperial Age)



Sipahi: Cavalry Archers +20 HP ( Turks, Castle Age)



Stronghold: Castles & Towers fire 20% faster ( Celts, Castle Age)



Sultans: All gold production +10% faster ( Indians, Castle Age)



Obsidian Arrows: Archer-line has +3 attack vs. buildings ( Mayans, Castle Age)



Warwolf: Trebuchets do blast damage ( Britons, Imperial Age)



Yasama: Towers shoot extra arrows ( Japanese, Castle Age)

Random Map Changes

Deer variance removed, each player has 4 deer at more or less the same distance from TC



Fish density improved: fish appear at more regular intervals thus reducing chances of unlucky dock placement

Bonus islands appear in the centre



Gold distance variance reduced

Relics can no longer appear stuck in walls



Wall distance variance removed, distance set to 20

Larger base size, preventing players to be too close to water



Wolves removed

Forests remade to prevent the occurrence of bubbles in which resources and relics often got stuck



Larger base size



Gold and stone distribution balanced



Relic distribution balanced

Larger base size for players

Larger base size



Gold moved slightly further



Central island’s position improved

Fish removed

Inland sea rounded



Bonus sheep scattered around more evenly

Central gold mines’ position improved

Variance on distance of extra boar and sheep reduced

Bonus islands appear in the centre



Larger base size to prevent noodle-shaped islands

Central sea rounded



Larger base size, prevents players from being too close to water



Wolves removed

Sheep and deer distance variance improved, 2 sheep appear very close to TC



Wood distribution improved



Distance of gold mine improved



Gold and stone no longer appear on the shores of mainland

Forest enlarged, same distance from TC for everyone

Water edges remade: 50% water covers all edges of the map, 50% none



Bonus islands appear in the centre

Map remade from scratch, a ring of water with shallows appears in the middle

Ice patches are broken into smaller pieces and scattered around more evenly

Boar variance removed

New Random Maps (11)

Please visit This Thread to discuss this post.Open rushing map (Arabia style) with a standard set of resources. Small lakes are scattered around all over the map and provide little fish.Semi-closed water map. Galley rushing can prove fatal on the wrong lake, and fishing on the right one can mean a great boost for your economy. Rather easy to wall, but transports are possible from all sides.Players start in their little hideout camp in the forest. You’ll have to break free to conquer your foes.A spiced up version of your everyday map, starting with two town centers.Nomadic map, players start out with a few yurts and 3 extra villagers. An abundance of hunt wanders on the plains in the center of the map.Semi-open map. A dried up river runs through the middle, with herds of deer trying to drink from the last puddles that run along the sandy shore. If you want to hunt, you’ll have to go there. But you won’t be alone…Fortress type map, players start on a hill together with their teammates. Can you take over your opponents hill or will they make it impenetrable?Open map, players start clumped together with their teammates. Good coordination between team mates seems more vital than ever to rule these Northern Italian lands. Divide et Impera!Extremely open map, players start on a hill that is impossible to wall. They must come off their hill to gather resources in the carnage below. They say of the Acropolis where the Parthenon is…Variation of Gold Rush. A pit in the center of the map contains large mining reserves. However, protecting the pit means you have to fight uphill. Hill advantage or gold to spend, the choice is yours to make (Incredible map for FFA – Free For All games).It can be anything!