Hegemony Rome: The Rise of Caesar

Hegemony Rome: The Rise of Caesar

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krrrf  [developer] Apr 4, 2014 @ 6:46am
Changelog Update v30271 (2014-04-04)
Another week, another update - and with this update you get a first look at the game's sandbox mode, but please keep in mind that this particular feature is still a work in progress! Additionally, the update provides lots of improvements, especially for chapter 3. And here's the according changelog:

- The Belgica mini-sandbox has been enabled (first glimpse at sandbox mode; still a WIP)
- All chapter 3 rewards have been implemented
- Added new optional objectives in chapter 3 after returning from Britannia
- Combat charging bonuses have been reworked
- Combat XP is now based on the size of the enemy at the start of the battle
- Walled cities will still fire at nearby enemies even when they are out of food
- Cities now get a morale debuff when out of food
- Fixed some boundary issues with the Battle of the Sabis in Chapter 2
- General bug fixes and improvements
Last edited by krrrf; Apr 4, 2014 @ 6:49am
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Showing 1-6 of 6 comments
smartspick Apr 4, 2014 @ 8:43pm 
Thanks guys. Just wanted to comment that I'm liking what I am seeing but I can't help but notice that some basic mechanics that were found in hegemony gold are lacking. Moving numbers of units together and holding the right mouse button will not group the the selected unites into a unified formation nor do the units march to the slowest unit in the group thus ruining the cohesion. The game seems a bit more "arcady" than in hegemony gold. I know its in beta and I hope that the game will improve in these aspects. I am all for "streamlining" and making it easier for new customers to enjoy the series.
Hety Apr 4, 2014 @ 10:49pm 
Smarts, formations are not yet implemented. And i feel your pain, coz its the only thing that stops me from playing HR. We'll just have to wait, i guess.
Nikolajwa Apr 5, 2014 @ 3:16am 
I have skipped a couple of versions, so I don't know if this is due to this version specifically, but I'm seeing a major performance improvement. Before, the game would stutter and pause all the time, making it almost unplayable for me, but now it plays much more smoothly. I still get the occasional stutter, but nothing major.
whiteseed Apr 5, 2014 @ 3:53am 
"Cities now get a morale debuff when out of food"

This does not work.
Enemy have 2 city left. I burned everyhing, 0 food for them, fishbone icon abowe their city. And their morale raising. AND they start makeing 10+ unit army / city (where the hell did they got the money for that?) Should not their army number decrase since no food inside city? And the top of that, the army march out from their city does not suffer morale debuff from starving. For me, at the moment enemy does not suffer morale debuff from food lacking:(
(Its sandbox mode)
Bug Report:

When I send an army to attack a city with enemies in side of it, I can just capture the city, and it will kill all of the men inside once i finish capturing it. Its rather really simple to just build up an army of skirmishers and rush down a city. This should be fixed once AI start building fortifications, but this could still work early in the mission when the fortifications aren't up yet.
(Playing this in sandbox)
liam Apr 5, 2014 @ 2:53pm 
crows were a really nice touch
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Date Posted: Apr 4, 2014 @ 6:46am
Posts: 6