Hegemony Rome: The Rise of Caesar

Hegemony Rome: The Rise of Caesar

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rob  [developer] Feb 9, 2015 @ 2:17pm
Hegemony Rome 2.2.2 Preview [UPDATED May 28]
To get the week started we've just posted a new beta for the next Rome update. Version 2.2.2 includes some balance adjustments, more modding support, a couple bug fixes, and a few improvements to unit movement ported back from our work on Hegemony III.

As with any beta, this is still a work in progress so there might be new issues and there are still a few more things we want to squeeze in before the official release. However, if you've been waiting on a particular feature/fix or just want to see where the game's going you can get in on the beta by switching to the 'update_testing' branch in the game's properties window.

Thanks again for everyone's continued support of the game and if you have any problems feel free to contact us directly at rob@longbowgames.com

[Update Feb 27] Beta 2 includes a lot more refinements and bug fixes related to group movement and routing

[Update April 23] Beta 3 includes new mod support and fixes for a few bugs from beta 2. This is intended to be the last beta before official release.

Change Log

New & Improved
  • Camera now supports zooming with the mouse while panning with the keyboard
  • Multiple changes to ship and group movement
  • Adjustments to ship attack and defense stats
  • Ships now only repair when in a port with a shipyard
  • Reduced mercenary slots from 6 to 4
  • Increased mercenary respawn time to 160 days from 90
  • Number of mercenary slots and mercenary respawn time are now accessible to mods
  • Number of mercenaries available to hire is now shown in the city tooltip

Bug Fixes
  • Fixed crash related to AI combat Goal
  • Fixed dialog window size on extra wide screen displays (triple monitors)
  • Improved display of attribute bonuses that are less than 1
  • Fixed bug calculating gold production from mines with workers
  • Fixed display of food consumption for fort and city stances

Beta 2 Changes (Feb 27)

  • Groups can now be selected using the white group box
  • New group preview when you drag out a movement command with multiple brigades selected
  • Dragging multiple ungrouped units will now keep them in their relative positions
  • Drag select now works on formation outlines
  • Fixed problems displaying formation outlines for offscreen units
  • Improved stance changes for grouped units
  • Fixed some pathfinding problems getting groups to cross bridges
  • Improved ship movement when targetting moving enemies
  • Units will now surrender when they come into range of missile units
  • Capture/Execute commands can now be issued to a unit that is still routing
  • Optimized how units change direction to reduce collisions
  • Fixed bug that prevented capturing forts after an interrupted dismantle command

Beta 3 Changes (April 23)

  • Fixed problems with group formation sizes when units are still recruiting
  • Fixed problem from beta 2 with units moving inline to pass through narrow terrain
  • Fixed problem with Naked Skirmisher shield texture
  • Fixed group movement problem when one unit's position was blocked
  • Another fix for AI combat crash
  • Fixed problems with text formatting in Italian
  • Upgrade stats should no longer be lost while constructing the next stage upgrade
  • Removed recruitment requirements that interfered with some campaign units
  • Improved merge & replace mod techniques for units and brigades
  • Added script commands to set game speed: setgamespeed(speedmult) and getgamespeed()

Release Candidate Rev 35426 (May 28)
  • Fixed problem drag selecting units when one or more units are already selected
  • Fixed problems scavenging with linked groups
  • Adjusted selection style to make it easier to move units around resource buildings
  • Fixed bug that caused grass to change when the camera moved
  • Fixed problems with requirements for Non-Roman Standard Bearer officer
  • Fixed fog of war on farm crops
  • Optimizations to asset loading to reduce framerate stutters
Last edited by rob; May 28, 2015 @ 8:19pm
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Showing 1-15 of 47 comments
Rakesh Feb 10, 2015 @ 6:12am 
Thanks Rob. I do not know if this was brought up before, or if this is something that you're working on at the moment - The font/text size does not scale based on resolution.
On my 1440p display, the dialogs and fonts are way too big and take up a lot of the screen, in fact they are so big that it would seem that I'm playing at 720p or lower.
rob  [developer] Feb 10, 2015 @ 10:27am 
Thanks for the feedback. The fonts are measured as a percentage of the screen height so they will take up the same relative amount of screen space at 720p or 1440p. Back in early access I looked into making the GUI scalable, but after we made some other changes to cut back the GUI we didn't hear much more about it so we moved on to other issues.I can't make any promises at this point, but I will look into it again.
Rakesh Feb 10, 2015 @ 1:47pm 
Thanks for the reply.

At higher resolutions, dialogs and fonts generally tend to shrink and imho it feels more aesthetic and functional.
I did bring this up on here back in Early access, I remember talking about it to Itzjoi, but back then both of us agreed that there were higher priority items.

Thank you for looking into this.
Hety Feb 24, 2015 @ 3:13am 
Another issue - in sandbox my 75 man legions cant attack walled cities. i guess they dont fit in siege slots or smth.
rob  [developer] Feb 24, 2015 @ 12:07pm 
Originally posted by Hety:
Another issue - in sandbox my 75 man legions cant attack walled cities. i guess they dont fit in siege slots or smth.

There aren't any size limits to the siege slots so I'm not sure what's going wrong and I did some tests with up to 200 guys and couldn't reproduce the problem. Could you send me a savegame where you're having the problem (rob@longbowgames.com) or let me know what city it is you're trying to siege.
Hety Feb 25, 2015 @ 11:11pm 
Nvm me, For some reason my legions ended up in Ranged support stance. And thats why they refused to attack cities. The question - qhy they ended up in such a stance is still open, but it happened only once, so i guess its my fault.
Last edited by Hety; Feb 25, 2015 @ 11:12pm
Sage Mar 9, 2015 @ 10:29pm 
2.2.2 b2 I've found a couple of my cities have something wrong with their math around recruits. Right now I have -6.2M recruits available in one of my cities. Can't figure out what's borked or why.

Disbanding troops in the cities that are already negative causes the negative to increase at some exponential rate.
Last edited by Sage; Mar 9, 2015 @ 10:32pm
Cheshire Cat Mar 14, 2015 @ 7:27pm 
Game crashes every 10 minutes. Memory issues.
rob  [developer] Mar 15, 2015 @ 10:36pm 
Originally posted by Cheshire Cat:
Game crashes every 10 minutes. Memory issues.

If you get the option to save a dump file, you can e-mail it to rob@longbowgames.com and I'll take a look into it.
Avionauta Apr 10, 2015 @ 8:14am 
hi there, any ETA of when this beta will pass in released state?
Further any news about Hegemony 3? Or plan for other twitch sessions?

Thanks! :)
bdesnomie Apr 23, 2015 @ 2:46am 
Is there going to be a new DLC? I wouldnt mind even more unit types for the barbarian factions. Maybe cinimatic videos would be cool also, like a cinimatic pops up when a barbarian horde targets you ETC. something to make the game more exciting about events that pop up.
rob  [developer] Apr 23, 2015 @ 10:16am 
Originally posted by bdesnomie:
Is there going to be a new DLC? I wouldnt mind even more unit types for the barbarian factions. Maybe cinimatic videos would be cool also, like a cinimatic pops up when a barbarian horde targets you ETC. something to make the game more exciting about events that pop up.

We're not planning on any new DLC for Rome at this point as our content team is focused entirely on Hegemony III now; however, we have added some further mod support to the new beta that will make it easier to mod units.

As far as cinematics go, unfortunately we don't have the resources for that right now, but improving the event system and drawing more attention to AI actions is something we're working on a lot for the new game ( https://www.longbowgames.com/forums/topic/?id=3353 )
Last edited by rob; Apr 23, 2015 @ 10:16am
Rakesh Apr 23, 2015 @ 10:37am 
Thanks for the updates Rob.

Any chance of the GUI scaling (we spoke about it a couple of posts above) making it into any of the Hegemony Games.
Last edited by Rakesh; Apr 23, 2015 @ 10:37am
rob  [developer] Apr 23, 2015 @ 10:58am 
Originally posted by Rakesh:
Thanks for the updates Rob.

Any chance of the GUI scaling (we spoke about it a couple of posts above) making it into any of the Hegemony Games.

I've been keeping it in mind, but there are still a number of obstacles in our GUI engine that would need to be resolved first and unfortunately we haven't had the time yet. However, it is still on the wish list and I'll make sure to post if I make any progress on it.
Rakesh Apr 23, 2015 @ 12:10pm 
Thank you Rob - this is more of an aesthetic thing, take your time.
Last edited by Rakesh; Apr 23, 2015 @ 12:11pm
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