You should check out a similar video by my friend Fophuxake, who goes into into a lot more of the QoL changes. It's also her first video, so please give her a like & sub! ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-uty22NUTk74.html
You can summarize many changes by saying that Favour as a resource is now far more important. It no longer feels like a 'bonus' resource as it did before. If you ignore gathering it, you will be crushed by the enemy's myth units and god powers
I feel it very hard in the beta, IF you dont invest in getting favor, you will get steamrolled very early in the game. Also, the greeks myth units is strong as hell !
@@TheBrunov2 This is a much needed change if they want to make the game an Esport spectacle. For many years the META has been about massive human armies but very few myths. They needed to put the Myth back in Mythology.
Favour has always been important. Not investing in favour at all meant you could get steamrolled by myth units without counters. The cost of reusing the god powers is very expensive though, so I don't see it as a game changer. I could be wrong though.
@@benrobinson375 I am not expert in AoM by any means. But I was able to beat the AI on the second highest difficult in about 3 minutes or so and won a couple maps of many vs me. (Just couldn't deal on the hardest difficult due to that 100% handcap bonus) talking about the original AoM obviously. Anyways... The META was always human armies... Myths were... Not worthy enough. In fact, was one of the reasons I liked Loki, because I would get them for free, either by the hero's random attacks, or by fightning and getting favours... Spending production resources and time to collect it, never seemed worth a while. At least Norse could get for free, and egypthian as a passive as well. Greeks however... Why bother?
As always, modders will easily bring it back. IMO they should have just made it a togglable option and it's a damn shame that we have to resort to using mods to return it.
@@aw7614 i noticed the norse ai tends to move in your base the take your starter gold, damn dwarves of course they would lol in a 3v3 on hard mode i thought they good on their own but need your help from time to time depending on who the third enemy attacks. sometimes they push back to the point of winning the game for me before i reach the 5th age
Me too. I'd love if the developers would add interesting PvE and Co-op gamemodes and scenarios for us to play. They often focus too hard on PvP, but I'm convinced most of their players enjoy singleplay just fine.
Been player of AoM for 20 years and I'm hoping that Retold will bring together all platforms and a lot of new players will join. Because that will mean that we will have long and ruitfull support from devs with constant new stuff. Cant wait to see what will "Freyr pack" bring... and I wish you that with Retold you will get a lot of new subscribers as you deserve :)
i was really hoping to come back as it had an amazing campaign, but I feel the keybindings are vastly outdated, same goes for the engine, the victory conditions need some rework, and I am sad they didn't expand the campaign a bit in the form of putting easter eggs, or some extra side mission in campaign itself for lore or fun things. Due to that where I wanted to buy it immediately when I saw it, after seeing footage, I have mixed feelings, I want it as the matches look so cool, but due to above I am not sure I would enjoy it as much as I want and perhaps it is better to keep the good memories
Hoping for the same, we've been waiting so long for something like this. New gods, new civilizations, new campaigns. Give us everything! I'll be here to make vids and stream :D
@@Egomotion1 Theres a whole new expansion coming out later, so with that we can get new campaign and a lot more. Also this is still in beta we don't know what will be in the full release and I'm pretty sure they will update the game a lot.
Don't see the voobly crowd moving over any time soon. I play the EE edition myself and probably will pass. EE was pushing it for me with the expansion, thankfully chinese are rare in 1v1 quick match. Retold seems like too big a departure from the original. Not what I personally look for. Nostalgia for me is an important factor. I love the game itself but the nostalgia elevates it so much in addition.
I don't have access to the beta, but I read that Titans can now travel through water! Definitely had a few AOM games where I unleash a Titan, only to realize he can't crush my enemies because he's too afraid to get wet!
@@NakamuraRTS I always found it kinda boring when my Mythic-Age Units got oneshot. I love the brawl. And on the other side I didnt like that One-shot units aside from oneshotting where kinda weak :/
@@ardaarsen As you can manually use the ability, you could ask the Cyclops to not do it. They're quite strong on their own, not needing the Elder upgrade to do real crush damage Combined with the new and improved Pestilence i.e. Fortifications don't fire arrows, Cyclops rushing is looking like a viable strat (instead of a meme one, that it used to be)
Honestly I think it was a great choice to tie the reusing of god powers WITH the Faith resource, it makes choosing minor gods ALOT more important, AND it massively brings more focus on Faith instead of it just being a second hand resource to occasionally buy myth units or certain upgrades. It's going to make the Atlanteans interesting since they use their Faith in a more diverse way, in addition to using Faith to buy Myth units, they also use Faith to upgrade their human units into Hero units! so they already had a bit of a balancing act when it came to Faith resource management!
Well done, great summary highlighting the important stuff! You already hint at some of the changes in game design, I love that! #1 0:20 *Attack Move* works correctly (alt-righclick btw) = less RNG army clashing, so army composition + micro are more relevant #2 1:10 *All 3 warships* available in the Classical Age (though not balanced yet) = accelerated and diverse water strategies #3 1:50 *Repeatable god powers* = stronger timings #4 2:24 *Wonder Age* that buffs myth units and god powers immensely (more engaging than the old win countdown) = accelerant to conclude a stalemate game #5 2:52 *Rework of Norse* (anti-cavalry unit, ranged hero, third military building) = ??? = profit #6 4:05 Egyptian major gods have *unique Monument bonuses* = more distinct build orders and playstyles between the 3 #7 4:58 *Increased population cap* (from 160 to 235, you got the numbers wrong) = win condition of competing for TCs comes at a later stage of the game, building/walls less dominant, easier to snowball a lead #8 5:40 *Myth units are stronger* (get buffed per age) = as hinted in #3, you have to incorporate favor gathering in your game play or get overwhelmed by the opponent #9 6:26 *Fair map generation* (same scripts as Voobly) = the game fulfills one of the prerequisites for a competitive scene #10 7:03 *Autoqueue exists* for economy units, lobby host decides the situation for military units (but not in ranked) = a *good compromise* for both camps (#11) 7:32 More bonus damages = as hinted in #8, *combat becomes more snowbally* and the game more action-packed ~70% of techs, game mechanics, god bonuses, stats like bonus damage, etc. have been altered heavily. It kind of feels like AoM2 and shouldn't be compared in a straight manner with the original game, imo. Personally I would summarize #3 and #8 in "use a lot of favor or lose" and add: - Build orders and eco flow have changed significantly. For example gather rates of food sources are closer to each other, so less incentive to hunt on the open map early. - Projectiles work like in AoE2, so we now have archer micro! - Pathfinding has to be improved until release. On the one hand unit blocking and box formation have been removed, on the other hand villagers are more vulnerable in the Classical Age. Lastly, what is your first impression of the game's design? > Even stronger timings and more snowbally than before ... but if everything is somewhat op, nothing is. > Removal of 2 early win conditions (rushing enemy hunt for food lead; denying 3rd TC for pop lead) give less of a framework what to do and when to do it ... I guess gold starve all the way now?
I completely missed the Wonder age while playing, i was just messing around with some titan AIs and my ally built a wonder, i was so confused when i could not find the timer anywhere lol.
Considering how AoE4 turned out, I don't have high hopes for an AoM2 designed to be a fully independent entry to the series. Now renaming Retold to AoM2 would work fine, though.
im still hoping they add new myth units Draugr NEED to be added to norse! maybe they ressurect on a cooldown or something, spread a disease DOT, or have some evil eye damage ability. add Draugr to Hel maybe? and instead of hel just giving you giants that other gods already give you.
You didn't mention Village Centers. It took me a few games and some reading before I realized I could place TCs anywhere and not just on settlements! Village Centers provide no population but train vills and most other TC units, and I think the training time is slower. Not sure how much they will impact most games, but it's an interesting design choice.
I didn't include it on purpose in my top 10 because it's too niche due to drawbacks. You pay full price, but lose on training speed, building hp, arrow fire damage, range, garrison capacity, as well as the ability to trade with a TC. They're ok for a turtle+boom kind of strategy, but I'd be worried someone looks the wrong way at this building, making it collapse, lol.
I noticed in another video that the ulfsark is now called the berserk? Why would they rename units? It's kind of like they're removing a lot of the nostalgia for long time players. Also the voicelines are all different from what I know. Did the devs give responses to these changes?
At what rate would you say they gain favor now? I wanted to play Atlanteans and mess around with reusable powers, but they weren’t in the beta so no spamming Tart Gates for me lol
@@KarmaSpaz12 Yeah but the oracles gaining favor are pretty much the same idea, just in different way - rewarding via expansion as well, just not via TC building but for scouting which is a key to an expansion. At least that's I would interpret it :D .
My wishlist for Retold consists of 3 main things: 1) I want them to make interactable corpses for every unit. So that we can make Ressurection a thing. Either through God Powers, hero/priest abilities, or other mechanics (like for example - sacrifices). It really is high time for a fantasy mythological world to be able to have ressurection in it. 2) AoE 3 style *Community Plaza Ceremonies* for the future Aztec / Mayan / Mesoamerican civilization. I just love that mechanic. 3) Great tools and support for modding the game. This way, the community can just go ham, and create impressive mods, adding special characters (heroes, gods, titans, units from other games that sort of fit the game - like the Lich King for example, or maybe vampires/werewolves ?) and even whole new civilisations. This would CONSIDERABLY improve the game's longevity.
i was 5 years old when this game first came out, and i used to watch my dad playing and later on play it myself. i consider my memories of this game as core memories. it's basically the pinnacle of my gaming passion. thanks for the informative video! we will be getting it :)
Amazing video naka (just added this line in edit, I thought it should be obvious tho how much I enjoy your coverage of this game, but it never hurts to be nice and positive to folks). I wish I had followed the game more in the past to actually know what was a meaningful change from the EE version (which I never played, I only played the original version when it first came out and I don't remember it much at all, I never even played the Atlanteans for example). I'm incredibly excited to see your beta review tho I can definitely already tell some of the things you won't be so happy about lol. But I'm a lot more optimistic about the future of AOM after getting to play the beta, even with said rough edges. Game is incredibly fun, and I think it could be a big hit for MS this year, after some rather rough RTS launches by other companies earlier in the year.
Thanks very much. I'd say that you missed out on the original, but hey, we can't all play all the games. I missed out on more than I care to admit! I do think this beta was extremely fun. Retold will be great, there is no doubt about that. I will have some harsh words about some severe issues though. The beta was undercooked, this needs more time in the oven. And Microsoft has no business rushing things - they can afford making good products and doing right by the fans. All that said, I'm excited for the launch, and look forward to covering this a lot more. Even with the issues, it blows the other recent RTS releases out of the water.
Wonder Age is an odd one. I feel like it's *so* expensive (both in its resource cost, and the time cost of all those villagers building it rather than gathering res) that it'll almost _never_ see actual use in play. Did you see any cases where it happened in a game where both players were being competitive? I'm also curious about how positive the reception to Goti has been. Isn't it basically a reskinned Bogsveigir? And I thought _that_ unit was _badly_ received. What makes Goti different?
I've not seen Wonders in a real game, no. It will be very rare in 1v1. More likely in large team games, like think 3v3 and up. Godi are imo better received because they're heroes, and not very good against human units at all.
Godi have low base damage and take 3 pop, exact opposite of the Bogs. You could spam Bogs like Egyptian do Chariot Archers. Godi, you have to make them with consideration, and micro them for best results
I've played lots of skirmishes this past weekend, at least one for every major god, and I found the wonder age really entertaining for late game (almost all my games were me vs 7 additional AIs). In a Ra game I ended up having an army that included 3 titans and 14 sons of osiris, i proceded to use it to completely crush a ra titan AI that had been a nuisance almost all game. That was only possible because of the wonder, that once built i had to protect so i could train the army
As someone who doesn’t care about human competition in these games, I am SUPER excited about the Wonder Age. It’s just inherently cool to build these massive monuments, but in the original they either did basically nothing or they caused the game to suddenly end. Wonder victories were a flavorful option that just weren’t satisfying to play towards or against. Adding in that Wonders now basically unlock a victory lap where you can live the fantasy of spamming foolish mortals with lightning bolts (without resorting to cheats, instead as a result of perseverance and resource management) is a HUGE boon for solo players like me. From a narrative perspective, the design problem with Wonder victories was that you built towards a non-combat climax and then the story suddenly ends. Wonder Age adds in “falling action” to the narrative, allowing you to enjoy everything you built and really play with all the toys. I’m glad to hear that it’s tuned so as to not really effect competitive play while providing big fun spectacle for solo players, really clever and nimble design.
@@pantslesswrock can still affect competitive play but rarely however the effect is a good one, if a player manages to build it, it does deserve the benefit.s
@@hhattonaom9729 yeah for sure, I can't get used to the new layout. Floating resources because they aren't where I'm used to it. Weird hotkeys due to 4 rows of buttons. Will talk a lot about this in my review.
I was wary at first, but after playing for like basically the whole weekend I'm happy to announce that I got actually fond of the new UI. I found out that information was easy to find when needed. The only thing that confused me and still does is that I couldn't find the tech tree in-game
Agree! Classical was more authentic, more atmospheric. That's why I'm not going to buy the game at launch, or pre-order it, though I did think about it.
I quite like the reusable godpowers, adds another dynamic and layer of strategy rather than rushing to the powerhouse GP's and winning with a timing attack! Major downside I struggled with is the hotkeys. I still use legacy hotkeys and AOE2 DE has the ability to switch to legacy hotkeys in options. I really hope this is added to the final version or I'll have two choices: A) Forced to relearn hotkeys from scratch and change my entire aoe2 DE hotkeys over to the new style (as I am still active there). B) Remap all the hotkeys to old-style where possible and choose/learn new ones for the additions such as the great hall The hotkey issue is the main reason I didn't play much beta sadly, it was too much work for 3 days worth of games!
> Major downside I struggled with is the hotkeys. I still use legacy hotkeys and AOE2 DE has the ability to switch to legacy hotkeys in options. I use the Grid ones in 2 DE but yeah, in my first games in Retold I built a lot of storehouses by accident as I was used that the house hotkey was e :D
Totally understandable that you'd want legacy hkeys. I much prefer to learn more efficient hotkeys as it's a new game anyway, but this really cannot be ignored - you won't be the only one.
@@NakamuraRTS Not put in a good word for your old flatmate? 😀 Weasel's only live for 1-2 years man! But yeah, the less serious players wouldn't invest the time to learn them. I probably could over time but it's hard to undo 25 years worth of muscle memory.
I’ve been playing age of mythology and age of empires since the beginning. This game looks amazing and so fun! I really hope they take the time to work on custom games bc that really was so fun in old AOM. Also can’t wait to see what they did with Atlanteans the argus hekka giant and automaton myth units gonna be sick!
Is a change I realize when I start playing the beta ... Is the fact when I start a game now is slower .. I have only 50 gold when start and the temple cost is 150 In the extended edition you start with 100 gold and the temple cost 100 gold so u only task in the early game was gather some food and go to the next age I like the new 50 gold and make you be more creative with the start of the game Nice video btw🎉🎉
Great summary, thank you! I hope the release won't be another disaster, there are still same rough edges in the beta. After a very very long time, this might be the first game i am tempted to buy before or on release.
probably a unpopular thought, but I will miss the wonder Victory, I don't see why they couldn't make a Wonder Victory require a short research to start a timer (like how in Age of Empires III you can start a Countdown at Trading Posts for a Trade Monopoly Victory), I do like the new bonus, but Not at the expense of the old thing, I kind of wanted to be able to take it in a different direction each time
If it isn't added people will make custom maps, which are just the regular maps with the condition added in. It's be easy as hell to set up a trigger for it.
They could add a slider for custom games that says "Legacy Wonders" with their traditional cost, but I think they should hold off on that to start with, so people can give the new wonders a legitimate try, as it's much more fun to play around with compared to their classic functionality.
Rough around the edges??? Noooooo. But I thoroughly appreciate your honesty with this great review. Too many people overhyping and going memberberry nuts over this game, glad to hear someone practically breaking this game down 👌
Hey Nakamura! Great video, but I notice what you said about the population boost with more Houses + 3 Fortified TCs is actually slightly better than you said! Fortified TC provides +10 more pop for each TC, for 25 pop total now, instead of +5 for 20 total! I know that doesn't bump the population boost you gave by very much, but still, a nice extra little boost for the Fortified TC upgrade for the same price!
I LOVE that now we can use God Powers multiple times, and that Favor Is Way more useful now. Not just for the occasional myth unit, but now to reuse INCREDIBLY op powers :D. Gods I hate that the Beta lasted only for such short a time. It feels like August 27th is so far awayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy
I'm worried about the retold it's very similar to age 3 (which is free btw) it changed a lot of things and the most worrying is increasing the villagers from 80 to 100 and removing the auto which will make the game much more difficult to deal with the economy , fighting and making strategies came in last place
Hey Naka, i honestly think that the A-click is a huge feature, but still need improvements... for example, I noticed that a unit that has an enemy on the left does not attack another enemy on the right by clicking on the right halfway, it attacks the one on the left instead of walking to the right until it reaches the target. Hope that will be addressed, the game looks really cool!
Hi and thanks for the video, as far as i can remember the Jarl still had x2 vs myth units. Also a big change is that throwing axeman have a better multiplier vs any infantry unit. As well as fishing boat gatherer rates are now 0.5 food per secons that felt like it was nerfed. Eco techs are different, age 3 kind of hunting dogs, not sure about that. So Thor has no pig sticker and hunting dogs, in general the way the game develops is different.
@@NakamuraRTS Ok i hope this will be changed, but you also have the ranged hero. Usually the point of Jarls was when Thor/Odin plays vs heavy mythic units / infantry counter civ like Loki / Zeus and having something else then Hersir. Yea but we will see how it plays out with the ranged hero. I can't remember the exact stats of RC / Jarls. Where is the point of going Jarls if you dont have Ringgiver? Are the stats very different? Because in the OG Jarls only had slithly better stats in HP i remember
Bring back old animation of villagers that are moving randomly on farm. Loki Giant have weird 360* movement (very fast rotating movement). the meteor special effect “smoke”dust” wears off very fast. Nidgogg is to low to the ground and his size must be resized by 10%
Cool video. Great to see stronger Myth units, they never felt impactful before, to the point where the game gave you one for free on age up, that's how little they mattered. I'm excited to see how they shape up later.
Yep it's disabled in ranked games and also quick matches AFAIK, as Naka showed there is a checkbox when hosting a game for whether military autoqueue is enabled (and he also didn't mention the economy autobalancing which is also a checkbox). Both these checkboxes are off by default in games where they aren't set to being on, but both are on by default in single player campaign etc.
Most of these changes are thoughtful and graceful. Very well done. In particular, I really like the Wonders rework and the scaling, more powerful myth units. The attack move and fairer maps are no-brainer goodies. What I hate are the increased early game food, increased supply cap and retained worker autoqueue. I already never enjoyed AoE and AoM's insistence on always aiming for 80 workers not even counting caravans, while temporary worker cuts or low worker playstyles are made invalid, unlike in other RTS. Even while workers take up 80% supply as you mentioned. With the release of Retold I was hoping they would tone it down, but they have for the most part gone the opposite direction. I love that they removed fighting unit autoqueue. I think AoM players will appreciate the self-expression and differentiation in playstyles that it creates; how much you foucs between macro and micro, good spending and good usage of spending. I really wish they would remove it for workers too, to naturally create more scrappy games and not have even noobs have massive ecos. With the max supply and starting food increase, it sounds even more late-game biased. What do I know, maybe most players don't mind that.
So the main base food definitely helps you survive for longer. But buildings and villagers are a lot weaker, and unit counters are a lot more intense, not to mention myth unit and god power strength. So I actually found that game durations got shorter! As for pop vs eco, the increase is in favor of army population! The original AoM had pathetic late game armies due to the eco focus, and people used to fight with buildings and walled siege weapons. Now the army can break through that nonsense if the conditions are right. It's fantastic imo. The new ratio is more like 60-40 in favor of the army, a huge improvement.
@@NakamuraRTS Oh, thanks for the info! I didn't know about villagers and buildings, that's actually sweet. More harass and sieges! Regarding the population though, my concern isn't the army size but the eco size and the lack of worker-cutting strategies. And now, with greater total population, I am afraid that it would benefit even more to churn out eco non-stop, because a low-worker maxout would be impossible to abuse against high-worker maxout. :(
I hope they have an in depth tutorial in the full game. I didnt even know how to go to next age or how to create favor. The tutorial in the game only tells you how to move and attack with your units.
Your #2 change seems to be inspired by AoE 2 because for HD's African Kingdoms, they also reworked water and added Demolition and Fire Rafts in Feudal Age
Did anyone else feel like the Ai just wasn't there? When I was playing I was mainly playing the campign on titan but didn't have any problems beating the Ai. took till mission three for the ai to attack me and it only did so with small forces that I beat off rather easly. Played an skirmish match and the ai didn't even leave its base to attack me letting me maxed out and clean wipe it. I hope this was just the ai being wride and not how its going to be in the end.
Almost all are good changes, except the Auto Queue "compromise", which is simply a regression from the AQ we had in The Titans. Devs are cowards scared of RTS purists' insane demands for apm sinks
@@lekhakaananta5864 It is intuitive that worker creation would be somewhat automated as micro heavy combat is more satisfying to play than what is essentially drudgery for drudgery's sake. Hard to complain too much about a genre staple that were all familiar with though, especially with some other QoLs thrown on.
That's why the opposition to AQ is insane. Auto-scouting is way more auto-play than auto-queue is. Scouting is actually interesting; you constantly adjust where you want your scout to go depending on what new things you find. It's insane that AoE2 got auto-scouting and AoM can't get auto-queue. So we get the option to let the game do bad scouting that could actually use a human player's decision-making, because we're busy being forced to press a single button over and over again every few seconds to have optimal unit production.
I only dislike that u can build multiple titans in Wonder age. Better to make the titans stronger in Wonder age then they were in the original, or when the titan you already have dies you can make a second one with the next titan having a respawn timer at the titan gate that can be lowered if u pay an additional cost in favor which would be expensive like with repeatable God powers. I hope if the devs are reading this or if I are sending feedback to them that if u agree u can tell them that.
So when I said that myth units get buffs on age ups, it's actually affecting Titans as well! They're stronger in the Wonder Age than they are in Mythic :D I think there's a lot of commitment to actually building the titan gate - the cost of not gathering resources with your villagers, or fighting with your army is high!
@NakamuraRTS i agree on everything u say but still it in someway lowers the standing and importance of titans that u have the ability now to build multiple titans in Wonder age. Better to beef them up even more with some additional stat buffs or have then on a respawnable cooldown when they die. That way players will be made to choose how they will use the favor they have, either in reusing God powers or lowering the cooldown to respawn the titan faster and with that make their decision making from a tactical standpoint more important in endgame.
@@milosmarinkovic2853 I was playing in the beta, i didnt see any titan in multiplayer games, maybe cause its very expensive, slow to build (you need to use a ton of workers), and if are a team game, everyone will focus and absolut destroy you before it get done. I think that to get to the point of need to building a titan, the game is taking a long time to end.
not to sure about unbounding sea Myth units from minor Gods it was always a big trade off taking a strong Water Myth unit over taking something that was good on land, also very unsure how i feel about being able to summon multiple titans, those things where like WMDs and could really just become a win more unit rather then a tide turner
You're assuming that the old minor gods are the same. They're not. They've been compensated accordingly Even then the old naval minor gods offer a tech for their myth unit, even if they aren't exclusive. Dionysus gives regen to Scylla. Njord gets Trench Krakens. Nephtys gives a chance for Siege Ships to resurrect as Leviathans
I heard you can build town centers anywhere without requiring to place on settlement. But it became into the village center and also an inferior version of the town center because you can't garrison your villagers and have slow in creating your villagers.
That's exactly right. It's also a weaker option in terms of health, attacks and garrison space, plus it doesn't give you population space, nor does it act as a trading target. Very niche imo, hence it didn't make my top 10 list.
These sound really interesting, did they do anything to improve the caravan-dependent late game? Running out of gold mines was always the worst part in a team game.
Gameplay looks great, graphics update looks great. I only have two fears: the units seem to have anxiety and are constantly moving when idle; the campaign voice actors are ATROCIOUS compared to the originals. They are passable compared to modern games however.
How are the new norse units ? Were they needed ? Are using them a lot ? I am not a fan of myth units no longer being god specific. It was a cool decision, to specialize into a navy god and sacrifice your ground.
@@dnaseb9214 The new norse units are very good at their jobs, but terrible at everything else. Though you can build with them, so you get at least that even if the circumstances aren't ideal. I don't think the Hirdmen were needed at all, but it is beneficial to use them vs cavalry. The Godi was super important to add so that norse can deal with ranged and flying myth units. I agree that the naval myth unit stuff reduces choice a bit, but the change is good for balance. It makes major gods without naval myth options much better on water.
@@NakamuraRTS Does that mean that brezerkes no longer counter cavlary ? Or the hirdmen counter cav even more. If so is there a reason to get berzerkers now ? "makes major gods without naval myth options much better on water." they could have just given one of their minor gods a water unit, take the crab from hera and give it to a underpowered option just for that major god, for example.
@@dnaseb9214 Berserkers are generic units, no specific strength. They'd soft counter cav due to core stats alone, but have no multiplier. Hirdmen are just Norse Katapeltes really. I agree with your sentiment that the naval myth unit fix is not ideal, but it's better than doing nothing. Adding new myth units was probably beyond their scope/budget.
Hey, are these newly recorded tracks? Can you confirm that the game contains versions of the original soundtrack’s iconic melodies? That, character barks, and a robust in-game encyclopedia are the most important things to me. Oh, and are WUV WOO and TINES OF POWER still a thing?
All the OST appears to be re-recorded, lyrics sounded different too. Encyclopedia and tech tree and cheats all exist. Others uploaded stuff about these, worth a YT search if you wanna look into it.
The water myth unit change feels bad? Like... the point of choosing minor gods is to decide what units and god powers you'll get access to. My instinct to this change as a casual player is "but I loved deciding whether or not I wanted the water unit", because it forces you to actually adapt strategies as you go instead of just going with a pre-set build. Does this help make that more of a choice and less of a given?
I can understand your perspective, but in reality the water maps were always very unbalanced in the original game. Very heavily used to lean towards Greek and Egypt, and also very often had to be played with the naval myth unit-granting minor god. So you do get more diversity with the new setup, actually.
@@NakamuraRTS Yeah that was really my question - casual play it felt more restrictive but I wanted confirmation that there was a competitive reason for this choice because unfortunately this game isn't as well documented as AOE II (which is a shame because I always preferred the feel of AOM).
@@NakamuraRTS do you GET all myth units or just the myth units for the Cicvilization for example you as greek would not get the norse myth water units right? just the greek ones?
I find it interesting how much the norse are being reworked, its a shame their archer from tale of the dragon is gonna be a spear thrower, I just hope that and the Jarl atleast remain as "I am good against several unit types", but the Great hall sort of reminds me of hte Aztec and Incan noble hut from AOE3. Though its interesting the ulfsarks are being made into a unit that is "I am just here", which honestly I find it rare to see a game have DPS unit. Something I ask, what about the egyption's kopesh unit, a "anti villager and caravan", cheap, not good against much else but holy crap can he run. Though some reworks are great, like the greecian swordsman not an age 3 unit to prevent sword rushing. And holy shit that scorpion man with the multihit stinger attack, the scorpion man was a favorite niche filler of mine when I needed a unit, but wood was a low priority and I had too much of it.
Good video. Do you think its still worth playing the original game just to get better at the retold version? I could imagine that beyond the very basics you can not translate the knowledge when it comes to build orders and units.
Actually learning the units is something that does carry over. They are different in retold, but to know them all is going to put you a step ahead of the general population. Same goes for understanding the economic rules of thumb. Though builds won't carry over directly.
i think they made some mythical beasts overly powerful since in the og game, they where a bit weak and there was hardly any point in getting them. but with the new tweaks, all minor gods ar a valid option
It didn't make my top 10, but guess what. Healing can now stack and is effective in combat, so priests and valkyries can do some seriously rapid work there. Also, Poseidon's Lord of Horses tech grants cavalry regen, Dionysus has a tech for Hydra and Scylla to regen, and a life steal tech for cav. Sekhmet also has a life steal tech for myth units. The gods have heard you plea.
Im not sure how i feel at sea myth ubits being for evwryone no matter what god you choose. Made it felt like those decisions had a bigger impact. Like do i prefer rhe other god's twchs or do i want naval superiority?
The general tweaks around naval is that (as far as I recall) every heroic age minor god has one naval focused technology. This along with the myth unit availability means that you can now pick your minor god based on your strategy, regardless of whether you are playing on a water map or not. I think that's a positive change.
Nakamura what do you think, do you maybe assume they will add up visual human unit reskins after minor god techs are researched ? I texted multiple times this small detail on AOE discord server because i played the beta and many people seem to agree with me and this