Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

The Return of the Gods Beta
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Devang 24 Nov, 2022 @ 3:13am
Early Feedback
I'd like to provide some early feedback on the mod.

The first problem I identified is that dealing with Classical Age myth spams from Loki, Zeus, Poseidon, Anubis & Bast will be difficult. It's not that you don't have all the tools, but your tools aren't good enough. The bonuses of your heroes are low, and the Warrior Priest is weak and squishy.

-- Heroes --

- Tlatoani -

HP = 200 (+40)

Normal's Bonus vs. Myth Units = x7 (instead of x4.5)

Special's Bonus vs. Myths = x5 (instead of x2) [Huitzilopochtli only]

Armour = 25% Hack (+10%) / 25% Pierce (+10%)

Damage Penalty in Archaic Age = x0.25 (same as Immortals)

- Warrior Priest -

Bonus vs. Myth Units = x6.5 (instead of x6)

Lose x0.5 Damage Penalty vs. Economic Units in Classical Age

- Sacred Dog -

Bonus vs. Myth Units = x5 (instead of x3.5)

Damage Penalty vs. Economic Units & Buildings = x0.5 (instead of x0.4)

- Coyote Priest -

Limit = 5 (6 for Quetzalcoatl) [instead of 10]

-- Youth Barracks --

- Tlamanih Spearman -

Cost = 40 Food 20 Gold (-5 Food +5 Gold)

Ideally you don't want to be spending that much food in Classical Age. It currently takes 90 Food 30 Gold to fill up 2 population slots. With this change, you're spending 80 Food 40 Gold for the same. The higher price and train time compared to other main-line infantry is fair, considering the extremely high anti-cav bonus they have.

- Tequihuah Archer -

Gain x0.9 damage penalty vs. Raiding Cavalry

To match the penalty other main-line Archers have against Norse RC. As in the Toxotes, Arcus, and Chu Ko Nus.

- Cuextecatl Warrior -

Gain x2 Bonus vs. Buildings

Currently this unit lacks a specialized role, feeling like an unnecessary add-on. It also costs a lot while not having much going for it. For reference, just compare it to a Hoplite. Giving them an anti-building role gives them a purpose, sort of like Destroyer-lite from Barracks. It also gives the Youth Barracks the ability to field units that cover more bases.

-- Nobles' Hut --

From the Nobles, only the Jaguar feels a bit underpowered. I don't mean its role as counter-infantry, it's quite good in that role. I mean as overall utility compared to the other two. The other two units are either mobile or ranged. The Eagle especially with its +20% bonus damage vs. Villagers provides great overall value. Plus there's the issue of it costing 100 Food which is again something you don't want in the Heroic Age i.e. when your villager booming is at its peak.

- Jaguar Knight -

Cost = 90 Food 45 Gold (-10 Food +10 Gold)

HP = 135 (+4)

Armour = 45% Hack (+5%) / 15% Pierce (+5%)

-- Calmecac --

The unique units overall feel underpowered, especially as the game goes on due to the lack of upgrades. Even amongst them the Skull Knight feels especially non-utilitarian compared to the other two. While the Shorn Warrior is currently bugged, a faster Mrymidon that can chase down Egyptian Chariots even more efficiently sounds great on paper! In comparison the Skull Knight's bonuses don't provide much value in the lategame. Cavalry all but disappears due to Crenellations. As for buildings you already have the excellent Quicklime Slingers.

Start with free Medium and Heavy upgrades i.e. +20% Attack, +20% HP for Feathered Serpent Warriors, and +25% HP for Skull Knights & Shorn Warriors

'Warrior Societies' functions as the Champion Upgrade i.e. +10% Attack, +10% HP for Feathered Serpent Warriors, and +20% HP for Skull Knights & Shorn Warriors

- Skull Knight -

Cost = 60 Food 70 Gold (+5 Food -5 Gold)

HP = 140 (+5)

Gain x2.5 Bonus vs. Infantry

Hack Armour = 45% (+5%)

This makes the Skull Knight into a slower but tankier take on the Fanatic, with some shades of the Destroyer as well. As for its cost distribution, at this point you're actually looking to spend as much food as possible. While gold becomes a premium resource with mines running out and trade routes needing protection.

-- Non Aztec --

Make Khopesh Swordsmen runner class units. They fit the profile and could use the slight nerf.

Revert the Roc's population cost from 2 to 3. Roc+Catapult micro abuse does not need a buff.

The Heka Gigantes bucking heroes isn't a bug. The Heka is a slow, expensive, 5 pop unit; the special is for it to be able to get melee heroes off its back and start running away. It also does scratch damage to heroes at 10-15 HP. If you want to fix a special, fix the White Tiger's. It does 100 hack damage to heroes. IMO the Tiger shouldn't be able to target heroes with its special. I don't particularly mind you 'fixing' the Heka's special, but there should be uniformity in that case. The Anubite, Nereid, Jiangshi, and White Tigers can also discharge their specials against Heroes. The Anubite isn't a high priority fix as they also do scratch damage vs. heroes. But the Nereid, Jiangshi, and White Tigers do some serious damage vs. Heroes and should be prevented from doing so. That's to say, either the Heka's nerf should be reverted OR the other three i.e. Nereid, Jiangshi, and White Tigers should also be prevented from targeting heroes with their specials.
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Zhong Xina  [developer] 25 Nov, 2022 @ 10:12am 
thanks for your feedback.
Devang 25 Nov, 2022 @ 10:48am 
Thank you for reading.

Forgot to add in the main post (and I don't want to edit it), the Sacred Dog should also be limited to 5 (or 6 for Quetz). I'm not actually sure what its limit is. I think I could train ten today. Does it increase with Age ups?
Zhong Xina  [developer] 25 Nov, 2022 @ 12:25pm 
Originally posted by Devang:
Thank you for reading.

Forgot to add in the main post (and I don't want to edit it), the Sacred Dog should also be limited to 5 (or 6 for Quetz). I'm not actually sure what its limit is. I think I could train ten today. Does it increase with Age ups?

Yes. It's 6 in Classical, 8 Heroic, 10 Mythic.
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