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3 votes
Poison Customization
Currently, poison is a fixed effect. It would be nice if the attack with the poison tag could have some method of giving the exact poison damage total and damage over time, along with every attack being compatible with poison.
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3 votes
Engineer Nerf
Engineers currently are just far too effective of a unit. The y ability causing a 40% damage reduction is far too strong in my opinion and should be brought down to maybe around 20%. The central healing rate is possibly too strong but I think it would need to be seen how strong it remains after the y ability is brought more in line. They cost only 200 blue and 30 yellow which seems a tad cheap especially for a unit this effective but again this would need to be reconsidered if other nerfs are implemented. Engineers often combo and stack way too well with other passives and powers in the game, such as combat repair for one.
To demonstrate how strong engineers are in the current meta. Here is just one clip of this exchange.
https://www.twitch.tv/nakamura_rts/clip/OriginalUnsightlyArugulaPrimeMe?filter=clips&range=all&sort=time
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3 votes
Fix Veterancy Gain in all Unit States
Currently units don't gain veterancy when moving, on hold command or attack move. The state the unit is in should not influence veterancy gain.
Note: bounties and level boundaries need a complete rebalancing if this is done.
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2 votes
Fix multiplayer sound breaking bug
On multiplayer if too many sounds play at once the game glitches out and stops playing sounds of certain types. Over time this causes many sounds to go missing until the game is restarted. This carries between games.
This is a request to investigate and fix the bug.
An easy way to reproduce is to cast chicken storm god power in multiplayer which usually triggers it. Also just large battles will also do it.
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2 votes
Army rally to single point
Similar to concept of villagers tasked to build wonder you can click the one button that makes all villagers move to wonder there could a similar button foe every building that can be used to force all army units to move to certain building or tc.
This can be useful in game when there are multiple fights happening across the map and one can prioritize where all units should be tasked.
This can be useful when building a titan or wonder u want to make all army next to a nearby building.
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2 votes
Ability to jump into ongoing ladder games to observe
See an interesting game your friend or a top player is in? You can automatically jump in and watch the rest of the game on a short time-delay. Can be an option for the players to toggle on-off to allow this should they want secrecy.
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2 votes
More Range for Melee Myth Units
There is a problem in the current versions of the game, where certain melee myth units can get confused when trying to use their special attacks. They will lock onto a certain target, whether reachable or not, and seemingly 'dance' around all the enemy army, rather than attacking / using their special attack. This combined with their large hitbox can make it tricky even with micro to attack units right below them.
Some examples of these units are the Greek Minotaur and Cyclops, and the Norse Einherjar. A proposed solution/idea could be to increase their melee special attack range slightly, from 0.1 to 1.5. After mock trials in Editor, this more or less fixes the issue above, and makes the units fun to work with again.
Einherjar in particular may benefit from an increased melee range as well (from 0.1 to 1.5). Certain units in the Extended Edition of Age of Mythology have already had a slight change to their melee range, such as the Greek Hero Polyphemus (who had a 'range' increase from 0.1 to 3 for his special attack).
Current:
<action name="WhirlwindAttack">
<param name="MaximumRange" value1="0.1"></param> "
Suggested:
<action name="WhirlwindAttack">
<param name="MaximumRange" value1="1.5"></param>
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2 votes
Dance animations
Add a chat command like /dance and make the units perform fun moves
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2 votes
Setting to Integrate Combat Commands into the main command (aka "build") panel
This is an important one: have a setting to enable combat commands on by default for military units (perhaps with a smart option to have the build menu on by default for builder military, but combat commands on by default for non-military)
Alternatively remove the combat commands panel entirely; integrating the commands in the “main command panel” except for non-building military units (i.e Norse Infantry, Priests, etc) perhaps with a flag in the proto like “BuilderMilitary” for the behaviour rather than hardcode it into another flag.
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2 votes
Various QoL upgrades
Shift-queueing a pharaoh (or a Ra priest) and a bunch of villagers to build some different buildings should result in the pharaoh empowering each building as they comes up, rather than the pharaoh and all the villagers sitting around the first building once it comes up. Similarly, shift-queueing a group of villagers and a pharaoh onto a granary and then some aggressive huntable animals such as boars should have the pharaoh empower the granary while the villagers gather the boars one by one, rather than the pharaoh and the villagers all waiting around at the granary after it comes up. The pharaoh's description should specify that empowerment does not affect villager production time or age-up technology research time.
When building a storehouse or storage pit, villagers should prioritize the nearest resource to the building rather than prioritizing food over gold over wood.
Various economic upgrades should have their villager carry capacity amounts tweaked to remove situations where economic upgrades have no effect.
Hotkeys should be assignable to age 2 myth unit, age 3 myth unit, age 3 second myth unit, etc. This way I can for instance build centaurs with one hotkey if I go Hermes and Minotaurs with that same hotkey if I go Athena.
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2 votes
Extended skybox options
The current render sky trigger effect only allows the author to specify a path of one the four existing skyboxes in the game or have them create their own sky. More skies to choose from or the ability to override an icon instead would be most welcome.
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2 votes
ResourceYield for resource gatherers
Similar to the "Resources last x% longer" bonus from Age of Empires II, ResourceYield (or something similarly named) was added into Age of Empires III: DE, and allows for gatherers to gather more from resources (i.e Gold Mines) whilst taking less from the mine itself.
This feature would also be exposed to the Techtree, where it would find the most use amongst modde
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2 votes
Custom Unittypes Functionality
As of October, Age of Empires 3 DE allowed for the ability to add new custom unit types for modders.
Said feature would also be very important to port over for Age of Mythology: Retold.
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2 votes
Allow to access additional unit data in the AI script
Make it possible to retrieve additional unit data via a unit within the AI script. This is needed for advanced unit micro functionalities.
In particular: maximum range, minimum range, damage (all types), armor (all types), special attack recharge state, action target (The unit that is the target of the present action).
kbUnitGet<dataType>(int unitID)
Examples of similar already existing methods: kbUnitGetCurrentHitpoints(), kbUnitGetMaximumHitpoints(), kbUnitGetPosition(), kbUnitGetOwner()
Also of interest: A bool function that returns whether a unit counters another.
kbUnitIsCounter(int unitID, int targetID)
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2 votes
Backwards Compatibility
Even though it is extremely likely that AoM Retold will have many significant file and file processing differences from Extended Edition, it would be extremely helpful for many in the modding community and practically a godsend for scenario designers if there were methods of specifying that they are written in Extended Edition syntax and therefore should be processed in that fashion.
As an example, if Retold should change random map scripts significantly, it would be a great asset for random map creators if they could simply add a single tag or change a version id in order to make their old random map scripts work just as they once did.
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2 votes
Additional XML Properties
Currently, the XML only allows for gadgets without specific properties. It would be very helpful if it were possible to add new buttons with new OnClick functions, perhaps defined by some kind of script, VC-style or otherwise, or perhaps from a menu of more generic calls from buttons on that xml.
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2 votes
Veterancy Value changes
Grunt riders give 3xp
Grunt Goblins give 1.5
Hell bringers give 7
marines give 5
The fact Killing 1 marine gives my unit more veterancy than killing 3 grunt goblins should be changed. I imagine there are more veterancy numbers to be tweaked but those are the most startling to me since yap also has the ability to buy guilt trip and further reduce these vet numbers. Added onto the fact that Grunt Riders also have the incorrect armor type applied to them making them have the same armor type as elite rangers while being a t1 unit makes them extremely hard to kill and since they give only 3xp extremely unrewarding in a double disaster.
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2 votes
Wolverines
UNSC Wolves I think need to be a little stronger, Reavers are just so much more effective. I seems like you need 2 wolves for every reaver which leaves banished the pop to fill out with more units.
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2 votes
Serina Kill Count
When Serina kills something by shattering it with a free it doesn't count on her total kills in the stats at the end of a match, as a Serina main its painful as it's not a true indication of the value you had in a game.
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1 vote
No restrictions
It would be nice to see a tourney with no player restrictions and no map bans. You can then see players, using their best civs. The best quality games!
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1 voteCompleted
Map banning (AoM)
Being able to ban a map from the map pool during tourney matches
In this way, maps in which a God is extremely dominant are avoided.
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1 voteCompleted
AOM - Team Game/Clan Game Seasons
This has been suggested elsewhere, but wanted to officially get it here. Really any variation of team game events would be fun, but maybe logistically challenging.
Some ideas:
- Having a “regular season” of one matchup per week that then feeds into tournament seeding at the end (similar to voobly champions league)
- Team games probably better on voobly due to extra lag on EE
- Clans of 5 players that must swap out players after each win in a series (or some other rule for encouraging bench play)
- 2v2 or 3v3
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1 vote
Rally Lines
A visual indicator (line) that connects the building with the rally point (when selected).
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1 vote
In game statistics
AoM has post game statistics some of them can be shown in game that can be toggle with some button like F5 or whatever
Things that could be useful
Total Resource count with breakdown by type food, wood, gold, favor
Total Kills and Death
Total Resources Lost
Total Villagers Lost
Total Buildings Lost
Total buildings constructed
Total buildings present (number of active buildings)
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1 vote
Keep the colors of the textures more muted and realistic instead of colorful/cartoonish
Or at least have an option for it in the game settings.