Hegemony Rome: The Rise of Caesar

Hegemony Rome: The Rise of Caesar

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Changelog Update v30883 (2014-05-15)
With the end of Early Access coming closer and closer every minute, we're happy to release another major update. Please, check out the follwing changelog and see what it brings along:

General
- Fixed a crash on load with certain video cards/drivers
Gamplay
- Mines/Cattlefarms must now have an open supply connection to a friendly city in order to produce income
- Gold is now affected by supply line losses
- All resource buildings now take 20 workers or slaves
- Re-balanced resource production to make food more scarce
- Units can now scavenge food from their own farms
- Hostages give a much greater morale bonus when moved inside another city than when left outside
- Auto-grouping now assigns positions based on stance
- You can adjust auto-grouping width by dragging out the mouse
- Added historical dates/seasons to the campaigns
- Siege towers are now allowed to move through friendly units to make it easier to get them into position
- Reduced starting missile range for many units
- Re-balanced the cost/attributes of many officer types
- Increased missile range for cities and fixed problems with battlement upgrade
- All generals now give the Forced March ability
- Fishery and Market upgrades now produced fixed resource amount
- Fixed crash when giving some orders to units on ships

AI
- Fixed problems with AI defense response on unwalled cities
- AI can no longer build units it doesn't have the upgrades for

GUI
- Fixed problems resizing GUI after a resolution change

Sandbox
- Added new Alpes and Mare Britannicum sandboxes
- Added missing Belgic tribes to the Belgica sandbox
- Sandbox AI now defaults to randomly choosing AI type
- Roman sandbox factions now start with only legions

Campaigns
- New legions can no longer be recruited in the campaign (removed Legion Camp upgrade)
- Multiple objective fixes and balance tweaks

Map
- New terrain snow effects to mark areas impassable in winter without alpine movement attribute
- Fixed appearance of supply boundaries on the strategy map
- Added faction colours to the strategy map
- Added new forts and resource buildings
- Fixed a number of map pathfinding issues

Sound
- New sound engine to reduce stuttering and memory consumption
- Fixed problems caused by inserting or removing headphones while playing
- Fixed bug that was causing many sound variants not to play
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Auto-grouping changes - awesome :)
Hi there Longbow friends, congratulations for the release.
I'd like to ask two questions:
1) "- Roman sandbox factions now start with only legions" i tried the sandbox since its the game mode i liked the most in Hegemony Gold and i already tried the campaigns during early access. My question is: does it remain that way? Can Roman factions train legions only? Because in my towns i cant build the archery range nor the stable. And of course train no skirmishers. Is this intended that way? This would make it much harder to man the walls of my towns in late game
2) Could you make the missile trails a toggleable option? I liked it more in earlier versions when they were not visible.

Beside of that i love the game. Thanks for your passion. Bye
i have a queston do ceasefires lower hostilitly between factions?
I've waited until the game ends to be early access. I've bought it yesterday. I feel the game is still buggy some resource facilities stop to work randomly and that's was a problem. For example in chapter two my two log camps just don't give any wood and thus I'am stuck because I can't fortify the bridge with wooden walls and I can't build the workshop to produce siege units. Please tell me what is the possible reasons of the problem if I placed workers in these camps and connected it with supply lines to cities.
A problem I encountered post-change was in the opening parts of chapter 2. After I move siege equipment to Noviodunum and capture the city, the campaign does not advance. No new objectives come up, no new dialogue either. I know it used to work, as I beat that scenario months ago during early playtesting. However, this time nothing happened. I tried to use the command prompt to force the game to proceed to the next dialogue and objective, but could not figure out how to properly do so.
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Ημ/νία ανάρτησης: 15 Μαϊ 2014, 8:03
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