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Age of Empires II: Definitive Edition News

A Deep Dive into the New Tupi Civilization


The bold, honorable Tupi prowl the eastern jungles, escarpments, and coasts of South America with formidable warbands of infantry and ranged soldiers. Wide geographical distribution grants them easy access to a variety of resources, while prudent frugality promotes sustainable use of arms and armaments. As foreign arrivals reshape the internal and external tribal relations, the Tupi trust in their large numbers and skilled diplomacy to endure whatever adversity comes their way.

[h3]Bonuses[/h3]
  • Start with additional resources.
  • Villagers can garrison in Settlements.
  • Fallen units return a percentage of their cost.
  • Archery Range and Barracks upgrades cost less food.
  • Team Bonus: Towers and Castles provide extra population space.

[h3]Unique Units[/h3]



[h3]Blackwood Archer[/h3]
Tupi bows were usually made with blackwood and were larger than traditional European bows. The Tupi sometimes made flaming arrows by tying cotton to an arrowhead, dipping it in wax, and then igniting it. They also created poison arrows by using stingray spines as arrowheads.

Blackwood Archers are inexpensive and train in pairs, allowing armies of them to be fielded extremely quickly.


[h3]Ibirapema Warrior[/h3]
While Tupi bows were multifaceted weapons, the ibirapema was imbued with ceremonial significance. It was decorated with feathers and colorful paint, and used in ritual killings of enemies. The Tupi also deployed ibirapemas in close combat situations.

These hulking heavy infantry units swing a massive club at enemies, dealing area damage.

[h3]Unique Technologies[/h3]

[h3]Caciques[/h3]
The cacique was the chieftain of an indigenous tribe. These charismatic leaders boosted the morale of their warriors and took charge of their tactical movements on the battlefield.

Effect: Champi Warriors and Slingers attack faster.


[h3]Curare[/h3]
Curare is a plant-based poison historically used to tip weapons and projectiles throughout much of Central and South America. Depending on quantity and concentration, the poison can cause weakness, local paralysis, and even asphyxiation.

Effect: Foot archers and fortifications deal poison damage over time.

[h2]Tupi Castle[/h2]

[h2]Tupi Wonder[/h2]

Pre-Order Now!

Dive into medieval South America with The Last Chieftains. Available for pre-order now on Steam with 15% off for a limited time!

https://store.steampowered.com/app/3219700/Age_of_Empires_II_DE__The_Last_Chieftains/





From Concept to Final Polish – the Art of The Last Chieftains


Have you ever wondered how buildings and units are created for Age of Empires II: Definitive Edition? Today, we go behind the scenes, talking to the talented artists at Forgotten Empires about the process and challenges of bringing these intricate new designs to life for our latest expansion, The Last Chieftains.

The new Building Set for The Last Chieftains in all of its glory.

[hr][/hr][h2]Pre-Order Now![/h2]
The Last Chieftains is available for pre-order now on Steam with 15% off for a limited time!

https://store.steampowered.com/app/3219700/Age_of_Empires_II_DE__The_Last_Chieftains/[hr][/hr]

Step 1: Conceptualization and Research
Moodboard for the Last Chieftains

[h3]Johnathan, Concept Artist[/h3]
When we started designing the South American architecture set, the focus was mainly on Inca ruins. For the most part, that stayed true. But early on, we decided to broaden the scope to include the rich traditions of the Mapuche, Muisca, and Tupi peoples, drawing inspiration from their every day structures like the ruka, bohío, and oca.
Feudal Age Mill
Castle Age Mill

You’ll see these influences not just in the unique castles and wonders, but throughout the Feudal Age set. Everything is grounded in authentic sources, including contemporary architecture, historical accounts, and woodcuts.

Sketch of the Muisca Castle
Final concept for the Muisca Castle


Fortified Walls
Fortified Walls Destruction


Inca polygonal masonry, advanced hydraulic engineering, gold-plated surfaces, and the distinctive absence of intersecting roofs all guided the design of the Castle and Imperial Age buildings. The fortress of Sacsayhuamán played a big role in shaping fortified walls and universities. And yes, even the Feudal mill hides a little Nazca-inspired twist with spiral wells beneath it.

Castle Age University
Imperial Age University


Regular/Elite Guecha Warrior

Regular/Elite Temple Guard

Lautaro – Campaign Hero

Step 2: Translating Sketches into 3D Models

Once the concept art was ready, it was time to translate those sketches into 3D models. That’s where Chris, Anka, and Inma worked their magic, creating everything from buildings and animals to heroes and units.

Pilot Model of the Imperial Age Town Center

[h3]Chris, 3D Artist[/h3]
I kicked things off by creating the pilot models for the Andean set, serving as the benchmark for the rest of the team. One of the biggest challenges was getting the 3D thatch to look right. The automatic shadowing system in the game tends to make dense areas look too dark. We had to put in extra effort to fine-tune the lighting and shadows so the roof texture looked just right.

Another tricky part was the gold ornaments. To make them really shine and stand out, we added an extra light source that only affects those details, giving them that rich golden glow.

[h3]Anka, 3D Artist[/h3]
Regular Blackwood Archer

For the new South American-themed units, I started with the concept art and built the 3D models from the ground up. I focused on capturing the ornate jewelry and distinct shapes for the humanoid units, and tackled the challenging task of digitally sculpting the unique features of the Spanish War Dog. The hardest part was finding the perfect balance between historical authenticity and the stylized proportions required by the game’s art style. Despite the challenge, it was incredibly satisfying to translate those cultural details into three dimensions and see the characters finally come to life.

Guacolda – Campaign Hero

[h3]Inma, 3D Artist[/h3]
It was a breath of fresh air to work on these units and buildings because they are so different from what we have done in previous DLCs. During the modeling process, we have to carefully balance the amount of detail with what the player will actually see on screen. Since units in Age of Empires appear quite small, we must exaggerate the proportions of key features, like weapons, to ensure they are visible.

The toughest part of this balancing act is often cloth wrinkles. To be visible in-game and look aesthetically pleasing, clothing wrinkles almost always have to be exaggerated and made much larger than they would be in real life.

Latauro – Campaign Hero

Step 3: Breathing Life with Animation

With the models finished, the next step was animation. Nebeolise and Rajun, our animators, shared their insights.

Elite Temple Guard
Elite Champi Warrior
Galvarino – Campaign Hero


[h3]Nebeolise, Rigging Artist/3D Animator[/h3]
When starting on animations, we always first dive deep into the cultures and history to make sure every movement of the unit feels authentic.

Take the Ibirapema Warrior for example. To animate them properly, we need to understand their role in society and their warrior tactics. Even something as simple as defining an idle pose depends heavily on their traditions and weapons. Furthermore since they wield a really heavy club, we had to ensure that the weight and power were visible in its swings.

Castle Age Barracks
Feudal Age Archery Range


[h3]Rajun, VFX Artist[/h3]
The core difficulty in creating destruction animations for buildings is figuring out how a structure will collapse naturally while staying within its own footprint and not having debris fall outside of it. A big source of inspiration for this is controlled building demolitions in real life.

Since these animations involve simulation work, the biggest difficulty is optimization. A thatched roof with millions of polygons can lead to extremely long wait times and even crashes from overloading RAM so we had to think of ways to optimize these.

Capybara
Tapir
Snake


Step 4: Final Polish and Rendering
Imperial Age Town Center

With all the 3D models and animations created, it was time to make them shine in-game. Enrique, our Art Lead, talked about how they made the assets look great in the final render.

Feudal Age Building Set

[h3]Enrique, Art Lead[/h3]
We spent a lot of time refining the look of the set for each age. Our goal was to stay as historically authentic as possible, while also adapting the designs to the Age of Empires II style. That means colorful and vibrant, yet still believable, so everything feels cohesive with the other architectural sets.

It also helps players quickly recognize age progression in buildings and understand roles and tiers for units. This readability is especially important because of their small size at the standard zoom level.

Champi Warrior

Selecting the colors usually starts during the concept phase. Once the model is complete, we adjust materials to account for lighting and shadows in the final render. Sometimes what looks great in concept doesn’t translate well in the render, so we iterate until it feels right.

For units, there is an extra validation step when we test the default pose. If important details are hidden or barely visible, we tweak the materials or adjust the design to make sure everything remains clear.

Elite Ibirapema Warrior

King

Lautaro – Campaign Hero

Conclusion and Takeaways
The final result – Screenshot of the Pachacuti campaign

Bringing a completely new architectural set, unit roster, heroes, animals, and flora to Age of Empires II: Definitive Edition has been an immersive and challenging journey for the team. We approached this project with respect for the original art direction and a deep commitment to honoring the cultural legacy of these civilizations. We hope you enjoy playing The Last Chieftains as much as we enjoyed creating it.


Which new unit or building are you most excited about to see in action?

[hr][/hr][h2]Pre-Order Now![/h2]
The Last Chieftains is available for pre-order now on Steam with 15% off for a limited time!

https://store.steampowered.com/app/3219700/Age_of_Empires_II_DE__The_Last_Chieftains/

A Deep Dive into the New Mapuche Civilization


Famed for their resistance against Spanish invasions during the Araucanian Wars, the Mapuche dominate the valleys near the southern Andes with deadly counter units and unique cavalry tactics. Centuries of living in tune with their environment makes them adept foragers, and familiarity with the terrain lends them knowledge of the location of enemy Castles. True to their adaptive reputation, the Mapuche also leveraged horses and gunpowder weapons captured from defeated Spanish armies.

[h3]Bonuses[/h3]
  • Foragers drop off extra food.
  • Settlements can train the Spearman-line and Skirmishers.
  • Infantry, Slingers, and Skirmishers get increased HP in Feudal/Castle/Imperial Ages.
  • Cavalry generate extra gold per military unit killed.
  • Enemy Castles are revealed on the map.
  • Team Bonus: Spearmen and Skirmishers increased LoS.

[h3]Unique Units[/h3]



[h3]Kona[/h3]
The Mapuche still hold tribal tradition and history in high regard. Elite young warriors called konas were educated in physical combat and tribal history by the Weupife (the tribe historian). Though originally infantry, konas also mounted horses after their adoption from the Spanish.

This lance-wielding cavalryman deals bonus damage to wounded foes. Konas improve as a battle rages on, and excel at chasing down fleeing enemies.


[h3]Bolas Rider[/h3]
In addition to typical arms like spears, bows, and clubs, Mapuche warriors used the bolas. Originally a hunting tool composed of two or three stones attached to the ends of a cord, the bolas could also be thrown at enemies to snare them before closing in for the kill.

This ranged cavalryman hurls bolas to slow down opponents. Bolas Riders make excellent raiders and can disrupt enemy forces with hit-and-run tactics.

[h3]Unique Technologies[/h3]

[h3]Malon[/h3]
A punitive raid carried out by Mapuche warriors, the malon hung like a dark cloud over the Mapuche’s Spanish foes. Its objectives could variously entail conquest, plunder, or revenge.

Effect: Bolas Riders, Slingers, and Skirmishers deal pass-through damage.


[h3]Butalmapu[/h3]
When facing a new threat, Mapuche tribes formed the butalmapu. Far more than a mere military alliance, the butalmapu was a sacred pact that united the valiant Mapuche warriors under one banner.

Effect: Team unique units cost decreased.

[h2]Mapuche Castle[/h2]

[h2]Mapuche Wonder[/h2]

Pre-Order Now!

Dive into medieval South America with The Last Chieftains. Available for pre-order now on Steam with 15% off for a limited time!

https://store.steampowered.com/app/3219700/Age_of_Empires_II_DE__The_Last_Chieftains/





A New Naval Warfare in Age of Empires II: Definitive Edition


Set sail for a new naval adventure in Age of Empires II: Definitive Edition!

Naval prowess was a cornerstone of empire building in the Middle Ages. From Viking raids, to Italian trade and Portuguese exploration, many civilizations leveraged the seas and rivers to establish their dominance. To do this history justice, the next update will bring expanded naval gameplay in Age of Empires II: Definitive Edition, adding 4 new ships, new technologies, map elements, new animations, and more!

The expanded naval warfare will be available to all Age of Empires II: Definitive Edition owners, and will release alongside The Last Chieftains on February 17th for Steam.

The expanded naval warfare will be available to all owners of Age of Empires II: Definitive Edition on Steam. Download the update on February 17th, and conquer the seas!


[hr][/hr]
[h2]Two New Ship Lines[/h2]

[h3]Hulk[/h3]
Hulk
War Hulk
Carrack


Hulks are fast ships whose crews hurl short-ranged grappling hooks in close combat. Hulks’ high armor offers excellent resistance against Fire Ship attacks, but their close-quarter focus makes them vulnerable to the missile attacks of longer ranged ships like Galleys.

Hulks upgrade to War Hulks and then Carracks. These ships benefit from melee attack upgrades (Forging, Iron Casting, and Blast Furnace) at the Blacksmith.

[h3]Catapult Galleon[/h3]
Catapult Galleon


The Catapult Galleon is a long-range siege ship used by civilizations without access to Cannon Galleons, Dromons, or Lou Chuans.

Several existing ships have also received new animations, including moving sails or oars.

[h3]New and Updated Technologies[/h3]


To complement the new additions, the upgrade system for mainline warships was also revised. The new Medium Warships and Heavy Warships technologies now upgrade Galleys, Fire Ships, and Hulks. However, auxiliary vessels such as Demolition Rafts, Cannon Galleons, and Unique Ships still use separate upgrades.

Fishing Lines is now a Feudal Age precursor to Gillnets, and increases Fishing Ship carry capacity.

Four new technologies are available in the University, offering players more options to strengthen their warships:
  • Carvel Hull and Clinker Construction to increase Ship movement speed
  • Siphons and Incendiaries to bolster Fire Ships’ explosive potential

Alongside these technologies, Careening, Dry Dock, and Shipwright have been modified and are now available at the University.

Updated Careening Icon
Updated Dry Dock Icon


[h3]Naval Economy and Production[/h3]
Fishing Ships can gather gold from Whales in open seas. When threatened, they can garrison inside of Docks for protection.

Trade Cogs can be configured to trade for Gold, Wood, or an equal amount of both.

Docks now only use a single user interface page to produce all Ships and research all Technologies. Additionally, Docks shoot arrows when garrisoned by Fishing Ships.

We have reviewed your feedback after the Thalassocracy Cup tournament last year, and have made a number of changes to address several issues. In particular, Hulk damage has been reduced, Demolition Ships explosions are more deadly, and all warships sail a bit slower.

A full changelog will be available with the official patch notes coming mid-February. We’d like to thank everyone for their detailed feedback that has helped guide the balance for the new naval warfare, which we are excited to share with the entire community on February 17th!

[hr][/hr]
Below, you can find a preview of the changes coming to naval warfare with the update on February 17th!

[h2]General Changes[/h2]
Ship statistics have been revamped to no longer rely on arcane calculations of different attack bonuses/armor bonuses, and have been greatly simplified.

Ship combat now only uses either pierce damage (Galleys and ranged Unique Ships) or melee damage (Fire Ship, Demolition Ship, Hulk, Cannon Galleons), and a single case of attack bonus (Long Ranged Ship).

Not all statistics changed are reflected here, as ship relationships between one another are kept broadly unchanged.

[h3]New ship-line: Hulk/War Hulk/Carrack[/h3]
  • Short ranged ship, attacks with ropes and hooks.
  • Counters Fire Ships; weak against Galleys.
  • Benefits from Melee Attack Upgrades.
  • Upgraded alongside Fire Ships and Galleys.

[h3]Demolition Ship[/h3]
  • Reduced damage to fit into a more situational role.
  • Upgraded as a single line.
  • No longer available to civilizations with a Unique Ship (Vikings, Portuguese, Koreans).

[h3]Fishing Ship[/h3]
  • Can garrison into Docks.
  • Queue Fish Traps and Toggle Automatic Fish is set on the Fishing Ships themselves.
  • Receives Ship Armor class.
  • Can gather gold from Whales as Whaling Ship.

[h3]Trade Cog[/h3]
  • Now can select between 3 different options for gold/wood ratio on the Trade Cog UI.

[h3]Galley-Line[/h3]
  • Receives Long Ranged Ship armor class (60).
  • Gains bonus against Long Ranged Ship.
  • Loses bonus against all other ships.

[h3]Fire-Line[/h3]
  • Gains bonus against Long Ranged Ship.
  • Loses bonus against all other ships.
  • Damage type changed to melee.

[h3]Cannon Galleon (and Equivalents)[/h3]
  • Receives Long Ranged Ship armor class.

[h3]Oyster Gatherer[/h3]
  • Has been renamed to “Pearler”.
  • Uses the foraging animation (instead of mining) to gather from Oysters.

[hr][/hr]

[h2]Technologies[/h2]
[h3]Careening/Dry Dock[/h3]
  • Moved to the University.
  • Dry Dock effect changed from Ships +15% faster → Ships +1 Pierce Armor (Same as Careening).
  • Careening cost changed from 250f 150g → 100f 200g.
  • Dry Dock cost changed from 600f 400g → 200f 400g.

[h3]Shipwright[/h3]
  • Moved to the University.

[h3]Gillnets[/h3]
  • Effect changed from Gather +15% faster → Gather +10% faster and carry +5.
  • Cost changed from 150f 200w → 100f 125w.

[h3]War Galley/Galleon/Fast Fire Ship[/h3]
  • Removed; replaced with Medium Warships and Heavy Warships (see below).

[h3]Heavy Demolition Ship[/h3]
  • Cost changed from 200w 300g → 250w 350g.

[hr][/hr]

[h2]New Technologies[/h2]
[h3]Fishing Lines[/h3]
  • Available at the Dock.
  • Precursor to Gillnets.
  • 50f 100w (II): Fishing Ships Gather +10% faster and carry +5.

[h3]Medium Warships/Heavy Warships[/h3]
  • Available at the Dock.
  • Upgrade the Galley-, Fire-, and Hulk-lines together.
  • 150w 100g (III): Upgrades Galleys, Fire Galleys, and Hulks into War Galleys, Fire Ships, and War Hulks.
  • 400w 315g (IV): Upgrades War Galleys, Fire Ships, and War Hulks into Galleons, Fast Fire Ships, and Carracks.

[h3]Carvel Hull/Clinker Construction[/h3]
  • Available at the University.
  • 150f 100w (III): Ships move +10% faster.
  • 350f 200w (IV): Ships move +10% faster.

[h3]Siphons/Incendiaries[/h3]
  • Available at the University.
  • 100f 175g (III): Fire Ships gain an explosive charge attack.
  • 200f 325g (IV): Fire Ships detonate when sunk, dealing damage around them.

[h3]Demolition Ship[/h3]
  • Available at the Dock.
  • Standalone upgrade to Demolition Rafts.
  • 150w 100g (III).

[hr][/hr]

[h2]Civilization Specific Changes[/h2]
[h3]Vikings[/h3]
  • Gain access to Fire Galley-line.
  • Lose access to Demolition Raft-line.
  • Ship discount bonus changed from 15/15/20% → 10/15/20%.

[h3]Japanese[/h3]
  • Fishing Ship bonus changed from +100% HP, +2 pierce armor → +100% HP.

[h3]Portuguese[/h3]
  • Lose access to Demolition Raft-line.
  • Ship HP bonus changed from +10% → +10/15/20%.
  • Carrack Unique Technology removed.
  • New Technology: Circumnavigation (250f 150w): Sets the entire map to explored; Ships train +33% faster.

[h3]Gurjaras[/h3]
  • Fishing Ship can garrison into Docks bonus → Docks can garrison +5 Fishing Ships.

[h3]Italians[/h3]
  • University and Dock technologies discount changed from 33% → 25%.

[h3]Wu[/h3]
  • Careening and Dry Dock cheaper and available one age earlier → Careening and Dry Dock free.

[h3]Aztecs, Cumans, Inca, and Maya[/h3]
  • Gain access to Catapult Galleon.

[hr][/hr]
[h3]The expanded naval warfare will be available to all owners of Age of Empires II: Definitive Edition on Steam. Download the update on February 17th, and conquer the seas![/h3]

Red Bull Wololo: Londinium Last Chance Qualifiers


The ranked ladder qualifier has come to an end, and with it we have the four qualifiers to Red Bull Wololo: Londinium- and with an epic twist no one could have predicted! In the last hour, Vinchester scored a victory against MbL, leaving him tied with Hearttt for the 4th qualifying spot. After a tiebreaker match, we now know the first four players who will continue on to compete in London!

[h3]Congratulations to our four Ladder Qualifiers:[/h3]
  1. Hera
  2. ACCM
  3. Liereyy
  4. Hearttt

The action isn't over yet! This weekend's Last Chance Qualifiers will determine the final lucky four players to qualify for Red Bull Wololo: Londinium! Tune in Saturday, January 24th and Sunday, January 25th to watch the action live.

For broadcast times check the Red Bull Wololo Discord.

[h3]Where to Tune In[/h3]