Hegemony Rome: The Rise of Caesar

Hegemony Rome: The Rise of Caesar

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rob  [developer] Jun 8, 2015 @ 12:48pm
Hegemony Rome 2.2.2 Official Release!
We're excited to announce the official release of Hegemony Rome version 2.2.2. This update contains a ton of small improvements ranging from a rebalance of the mercenary mechanics to better support for extra-wide monitors and new unit grouping controls. Extra thanks to everyone who provided feedback to the many betas over the last few months and as always, if you have any problems either post to the forums or e-mail us direct at rob@longbowgames.com.

Change Log

Mercenaries
  • 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

Ships
  • Various improvements to ship group movement
  • Adjustments to ship attack and defense stats
  • Ships now only repair when in a port with a shipyard
  • Improved ship movement when targetting moving enemies

Grouping and Movement Controls
  • 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
  • Optimized how units change direction to reduce collisions
  • Fixed problems with group formation sizes when units are still recruiting
  • Fixed group movement problem when one unit's position was blocked

Misc Improvements
  • Camera now supports zooming with the mouse while panning with the keyboard
  • 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
  • Improved merge & replace mod techniques for units and brigades
  • Added script commands to set game speed: setgamespeed(speedmult) and getgamespeed()
  • Adjusted selection style to make it easier to move units around resource buildings
  • Optimizations to asset loading to reduce framerate stutters

Bug Fixes
  • Fixed dialog window size on extra wide screen displays (triple monitors)
  • Fixed crash related to AI combat Goal
  • 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
  • Fixed bug that prevented capturing forts after an interrupted dismantle command
  • Fixed problem with Naked Skirmisher shield texture
  • Fixed problems with text formatting in Italian
  • Removed recruitment requirements that interfered with some campaign units
  • Fixed problems scavenging with linked groups
  • 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
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Showing 1-15 of 16 comments
Mantis Jun 8, 2015 @ 1:31pm 
You guys rock, thank you. :-)
Foghail Jun 8, 2015 @ 1:57pm 
Looks good guys keep up the good work!
Sharjin Jun 8, 2015 @ 3:32pm 
So call me what you will but how do I adjust the game speed now that I can?
waTTe Jun 8, 2015 @ 5:38pm 
Nice! Some much needed corrections, but the game still needs some additional enhancements, be it even a dlc!
rob  [developer] Jun 8, 2015 @ 7:08pm 
Originally posted by sharjin:
So call me what you will but how do I adjust the game speed now that I can?

I should have clarified that the gamespeed function is more of an unofficial feature for modders rather than something official. It does allow you to significantly increase or decrease the speed of the game, but we can't guarantee it won't affect gameplay outcomes so we advise using it with caution.

If you do want to try it, open the console by pressing F2 then use the command 'setgamespeed( multiplier )' where multiplier is a number like 0.5 for halfspeed, 1.0 for normal speed and 2.0 for double speed.
Travis Jun 8, 2015 @ 8:39pm 
Hmmm, when playing as champaigns, those people spoke text seem go too fast, older patch, no problem but this new patch, seem cause this.
rob  [developer] Jun 8, 2015 @ 10:09pm 
Originally posted by Travis:
Hmmm, when playing as champaigns, those people spoke text seem go too fast, older patch, no problem but this new patch, seem cause this.

Thanks for the report, I'm looking into now and will post again when I know more.
Rakesh Jun 9, 2015 @ 11:39am 
Thanks!
BloodNGuts71 Jun 9, 2015 @ 6:18pm 
When will version 2.2.2 be posted to the Download Centre? Version 2.2.0 is the current version on the Longbow site.
Atlas Jun 9, 2015 @ 7:24pm 
thanks for continuing to update this game. Loved the original Hegemony (Macedonia) and love the supply mechanics carried over to the Roman world in this game. Im really looking forward to Hegemony III.

Can you give any idea of future updates you have planned for this game? Are you guys basically focused on Hegemony III at this point and only doing bugfixes for Rome?

Thanks
rob  [developer] Jun 9, 2015 @ 8:31pm 
BloodNGuts71: Sorry I forgot to update the description on our website, but I did upload a new installer so it should work if you try the download. That said, I expect to have another minor update out tomorrow to fix the talking head issue mentioned by Travis so you might want to hold off for now.

As far as future plans for Rome, everything right now hinges on how well the launch of the new game goes. So our focus will be on Hegemony III for the next little while after which we'll evaluate our resources and figure out what's next.
rob  [developer] Jun 10, 2015 @ 1:54pm 
Following up on Travis' report, we've just posted a minor update that will fix the talking head speed. It's still version 2.2.2 but the revision number on the title screen is now 35556 and the steam build id on the properties page is 653388. Depending on your steam settings you may need to log in and out of steam again to trigger an update.
BloodNGuts71 Jun 10, 2015 @ 4:48pm 
Great, thank you! After reading all the improvements, I'm looking forward to playing the new version.
Buzzerker Jan 3, 2016 @ 11:36am 
you should have made the map larger , the scale needs to be increased and tweaked. I like the game but what I notice is that , similar to the Greek game you made with Phillip of Macedonia , units get obscured and bunched up on map objecitves and blot them out. , the game also moves kind of fast because the map is so small and things can get slightly out of hand. It is an interesting game , but it could have been done better. It needs more detail and more space for unit deployment , you have a cramped, claustrophobic playing field and it messes up your game mechanics and interferes with playablility. It needed to be thought out a little better , but overall I find it to be an entertaining diversion from the Total War expression called, " Rome 2" which I own and am fond of. I appreciate the speed and accessibility and how you tied in everything neatly , very cleverly done, If there was a way to combine the best of both games.....now that would be really something. Open up that map! I would love to see a larger game , basically , Haemimont games version of Total War Rome 2. If you made the playing space larger , the graphics slightly more sophisticated , larger units , and allow the player to control other civilizations besides the Romans, you could have an epic game. Rome 2 has this campaign as DLC, in your game it is the only focus. I still appreciate the differences and qualities between your game and theirs. The main issue I have with Total War Rome 2 is the excessive loading times. Your game did away with that entirely which is awesome. I think the problem is best expressed like this , the transtion from Strategic to Tactical combat needs to be more drawn out and delineated. I see some of the Strategic still present in the Tactical battle , that is what I mean by claustrophic. You need to provide that illusion of space in the Tactical for the sake of manuever while not slowing things down too much. That is the glaring deficiency in this series if you can solve that you'd have a gem of a game. I am sure you tried and this is the result. Good but not great. What can be frustrating to a player is that the tactical , being confining , allows units to cover ground rather quickly , making the management of several units engaged across the Strategic map mildly frantic which is kinda cool how you created that , but on the other hand...lol.....it is hard to criticize because it is interesting how this game is designed. It is very clever.
Last edited by Buzzerker; Jan 3, 2016 @ 11:53am
Manotruta Aug 16, 2016 @ 1:33pm 
Ainda estao atualizando o jogo?
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