Thank you for playing the latest build. We know it's far from perfect, but we'll be improving the player XP and trait systems as we work on the next update. In this week's push, expect some interesting changes, fixes and new features. Please read this note for more details.
Patch notes 0.36.02
Gameplay
Added new feature: Recycle. You can now dismantle existing machines and modules. Use the construction terminals to start the recycling process and recover half of the invested resources. This feature has been requested by many of you. We hope it will help!
At start of each day, average temperature increase is now displayed
Graphics
New VFX: Camera particles before storms
New VFX Cascade before storms
New VFX: Psschhhhhhh psschhhhhhh when you open a life pod
New VFX: Foot steps dust
New shader: Liquid/solid sulfur lakes
New camera shot at game launch
UI
Improved traits selection system: animations, VFX, SFX has been added to make the feature smoother
Improved a lot of tooltips, especially on machines
Added new tips in the loading screen
Twitch extension
Fixed subs/bits calculation
Improved viewer overlay usability
Bug fixes
Fixed a rare bug that prevented some new games to be started
Fixed a pathfinding bug that caused some navigation problems in fully installed modules
Fixed cave entries that were sometimes unselectable
Thanks to your feedback, we have been able to fix the following issues:
Tooltip draw times
Mobilization point bug
Food gathering through carcasses (it's still counterintuitive, but we are working on it)
As always, we love to hear your feedback in the form of support inquiries, emails, and Discord messages. Also, as you all know, reviews are important for a game's financial success, so we kindly ask all of you to write a review for our game since our community is still small.
Thank you for your continued support and we look forward to bringing you more updates in the future.
"Great news! We've just uploaded Conundrum Catacombs to Steam, and we're excited to share our journey with you. Check out our latest devlog now live on YouTube, where we walk you through the process of publishing our game on Steam. Join us on this exciting adventure and be sure to add Conundrum Catacombs to your Steam wishlist to stay updated on our progress!"
Age of Empires III: Definitive Edition - Solid_Mouse_MS
Hello Explorers!
Looking to see what's ahead for our next update? Then look no further as we have just enabled the Public Update Preview Program for our Small April Update.
Jump in to get an early look at the upcoming changes, see which bugs have been addressed, and help make our release even better by helping us find any last minute issues and lending your voice to our forums.
Please join us in strengthening the quality of Age of Empires III: Definitive Edition by sharing your voice on the official 🛠 Public Update Preview forums. (Note that you must own the game and login to Steam to access the PUP forum.) We’re definitely listening, and looking for every opportunity to make this the game you love to play! :)
Hi everyone, We've listened closely to your feedback, and we're excited to announce this update which focuses on late game improvements.
Gilded enemies reworked: Instead of a permanent resistance to sword attacks, Gilded enemies now will have a magic shield that will be destroyed by a single Spell. Once the shield is broken, the enemy will receive weapon damage as normal.
Lajos Boss got nerfed and also will be affected by the new Gilded magic barrier. This should make fighting him more intuitive, and feel less like grinding ichor.
Parry system update: adjusted which enemy attacks can or cannot be parried. The unparriable attacks will now have a Blue Eye effect for clarity.
Fixed many freezes when fighting some large enemies.
Chokran Boss nerfed a bit.
Childspawn Spell improved: now it will properly attack airborne units and bosses.
Fixed a progress blocker in Earth Bowels, where a door wouldn't open after a broken mirror.
Other miscellaneous fixes and performance improvements overall.
I thought some of you might want to know about recent updates on Friday, Saturday, and today. Some very tiny changes were made each time, mostly to correct for a mistake that blocked in game events from running properly.
v1.0.10.1 simply updated the name of an event.
v1.0.10.2 was an emergency workaround to force the April 1st event, Glitch Day, to be active when it was failing to activate on its own.
v1.0.10.3 appears to correct the date comparison issue and restores normal event behavior.
Please be sure you have the latest version in order to enjoy the complete intended experience.