Total War: ATTILA

Total War: ATTILA

Ancient Empires 2.0 - Part 1 of 2
Showing 41-50 of 114 entries
< 1 ... 3  4  5  6  7 ... 12 >
Update: Aug 13, 2019 @ 5:17am

Ancient Empires Public Release v1.15.1 August 13th, 2019 - Should be savegame compatible

Changelog:
Fix to some wrong Carthaginian tier 5 settlement icons
Fix to Carthaginian and Hellenistic landed grants construction costs
Fix for missing Iberian garrisons in two settlements
Fix for Roman technologies that could not be researched (Law for Citizenship and Allies & Military Treasury)
Fix for Boii units in custom battle which can now be accessed and played
Fixed Management attribute, now gives proper sanitation to settlements
Fixed unreasonably high upkeep/recruitment cost for some AoR units
Fixed in-battle voice commands for some units to be more appropriate to their role
Updated barbarian main settlement squalor, food consumption and income
Updated Germanic, Celtic and Britonic technologies - now prerequisites for many buildings, and with all-new effects
in most instances
Made most core Germanic, Celtic and Britonic units recruitable through landed grants chain
Slight tweak of an Eastern technology, now reducing upkeep cost of noble units for Armenia, Parthia and Media
respectively
New campaign camera - lowered max distance, increased tilt to more horizontal level
Seleucids, Ptolemaic Egypt, Carthage and Numidia can now recruit elephants only in specific settlements, and not
everywhere
Added two more factions in custom battle - Marian and Augustan Rome, so players can enjoy more of the Roman
roster there
Renamed Carthaginian stables
Added garrisons to stables: 1 cavalry unit at tier 1 and 2 cavalry units at tier 2 (only Roman, Carthaginian and Hellenistic factions)
Removed tier V cities for barbarians due to inconsistencies
Increased sanitation from aqueducts and other buildings. Roman/Greek now goes 6 -> 12 -> 18 -> 24. Eastern 4 -> 8
-> 12 -> 16 -> 20. Barbarian 5 -> 10 -> 15
Added two skill points per experience level for characters (from 1). Means you can now unlock one and a half branch
within the skill tree (or 6 skills to tier 2 and 6 skills to tier 1)
Increased food consumption for forums/markets (15, 30, 45, 60 and 80 at respective tiers)
Increased food consumption for Hellenistic and Eastern entertainment buildings
Increased food consumption for Garrison buildings
Reduced food consumption for Granaries
Added moderate food consumption for recruitment building

Update: Aug 7, 2019 @ 9:53am

Ancient Empires Public Release v1.15

Update: Jan 25, 2019 @ 9:45pm

Small patch - Fixing 2 politician general portraits, and distorted image of the greek boy portrait.

Update: Jan 25, 2019 @ 5:31am

Fixed initial starting public order.

Update: Jan 25, 2019 @ 5:07am

Fix to FOW being active.

Update: Jan 24, 2019 @ 10:32pm

PATCH 1.1.1b

Fixed Legatus Crash Bug
Slight change in Roman Objectives from Control - to Own Regional objectives.
Fixed 2 Roman Generals missing unit cards
Corrected Lucius Caesar's variant as faction leader
Corrected 2 Macedonian Generals
Corrected missing generals for hellenic civil war factions
Philip V missing sword and sheild in battle
Small UI tweaks
Removed random Sarmation/Rebel faction - Will require a campaign restart

Update: Jan 21, 2019 @ 10:02pm

PATCH 1.1.1a

NEW FEATURES
New Roman Missions and Objectives/Rewards
2 new Roman Generals - 23 unique generals in total
18 New Seleucid Generals
18 New Pergamon Generals
Updated Greek UI for Achaea
New starting armies for Seleucid, Pergamon, Rome, Achaea
New starting buildings for various factions

FIXES
Fixed Scipio not having a spear
Legatus legionis missing sword
Legio XiX No Helmets
Various Naval Fixes
Reduced Scipios starting army to 20 units

GENERAL UPDATES
Unit Prices Adjusted, incl. legions
All Winters now reduce movement
All new naval garrisons
Updated tech requirements for buildings
Fixed Roman tier 4 recruitment chain garrison
Fixed Parthian military recruitment garrison
Fixed various bugs
Changed Hannibal's bodyguard to Sacred Band Cavalry

Update: Jan 20, 2019 @ 2:47pm

Quick patch to fix graphical issues.

Update: Jan 20, 2019 @ 12:24pm

Changelog Part 1

Campaign Updates

Rebellions

Standard rebellion armies have been removed. These have been the root cause of many mid - to late game crashes. For the first release, there will be few rebel armies in some regions, however, only ones verified to work.
More emphasis will be made on overall impact to society and economics regarding rebellions. You will still want to keep the populace happy, even if an army is not there to stand in your way.



UI - User Interface

New unit cards will be present for multiple factions and aor units
New Egyptian theme style UI design specific for Ptolemaic Kingdom



Characters

All-new background skills (considered traits). Each skill featuring four sub-skills, characters from the recruitment pool will immediately be recognizable as useful in a particular setting
The skill tree now has two tiers!
New, useful and more appropriate effects for most skills
Command, Management and Popularity attributes now start at lvl 5 - each providing new effects and more detailed UI information. Each attribute level now matters more than before
Command: unit morale, personal aura size, inspire & rally abilities, enables night battles, increases recruitable units (edict) as governor
Management: tax rate, construction time, construction cost, province growth, sanitation, increases effectiveness of raise taxes, lower taxes and law & order edicts
Popularity: influence, public order, native discontent, cultural conversion, military integrity, increases effectiveness of raise taxes, lower taxes and law & order edicts
Improved trait triggers: more specific to certain situations, lower trigger frequency to make each feel more unique
New effects to many of our ~500 regular traits and brand new descriptions
Certain traits that were very similar have been merged
Characters start between loyalty 4 and 6, further influenced by the background skill
Flushed out Dynamic reskins of Roman Generals 30 different uniform combinations based on skill and season for 30 Roman Generals. We thank Benjin greatly for allowing us to use his base mod AAA Dynamic Generals



Armies

Military Traditions

Two-tier structure for military traditions
Each army experience level now provides 1 skill point to spend
Changed some Roman traditions
Changed effects for most traditions; more useful and unique, including effects not used before. Civic effects more useful


NEW - Occupation Effects

Upon capturing a settlement, armies are now awarded an effect bundle specific to how you treat the settlement
Occupying without looting a settlement: Military integrity is reduced (the soldiers want spoils!), upkeep is reduced and the commander is awarded influence for the prestigeous feat - 4 turns
Occupying and looting a settlement: Integrity is increased, upkeep is reduced further, but the commander receives less influence - 4 turns
Sack: Integrity is increased, upkeep is greatly reduced, but movement range is reduced significantly due to carrying the spoils of war - 4 turns
Raze: Upkeep is reduced, but integrity is decreased - 4 turns
Liberate: Upkeep is slightly reduced, the commander is awarded influence and integrity is increased - 4 turns
The faction of the conqueror receives faction-wide effects (good or bad) depending on the choice you make
Razing settlements is often not well-received
Occupying, Looting and Sacking tend to have positive effects on all income
Occupying and Looting increases happiness from your citizens
*ALL army and faction effects are uniquely tailored to each major culture; Rome has a unique set that is different from Hellenistic or Eastern factions (example above is Roman)
Losing a settlement to a foreign power results in a negative faction-wide effect bundle; people lose faith in your war effort


NEW - Military Recruitment & Garrisons

Military Recruitment is now divided into levy troops and specialized troops
Recruitment chains now exist, allowing you to recruit specialized troops according to the classical Total War formula
Making up the bulk of rosters, specialized troops are recruited from Stables, Drill Fields or Missile Ranges (cavalry, melee infantry, and ranged infantry & artillery respectively)
Levy troops can be recruited like earlier through the main settlement line, requiring no extra buildings
The Garrison chain has now been merged with the Military Recruitment chain. Garrisons now offer the same recruitment options as do Drill Fields


General Changes

Movement range on the campaign reduced by -25%
Roads no longer affect movement over the whole province, but only along the road network itself
Military Integrity now starts at 60 (out of 100) upon fielding a force
Losing battles and treading on enemy soil reduce integrity more significantly
Forced March is back
Military Stances such as Forced March and Raiding may be superior for some factions (e.g. Rome has a superior Forced March ability), as detailed in the Military Traditions
Cleaner interface for military stances, with less effect spam




Buildings & Balance


4 Turns per Year implemented into the main mod - 2 TPY will be available as submod
Reworked seasonal effects: fertility debuffs during winter are gone, instead replaced with income penalties. All previous effects rebalanced
Edicts: Romanization/Promote Culture edict added. Slightly reworked effects and order of other edicts
Buildings that influence edicts now clearly state the amount that an edict is modified by
Several updated faction traits
Building chains: removed some redundant buildings, merged several chains to lessen the need for building slots
Fixed a display bug where some empty chains would show up for some factions
Streamlined buildings: reconceptualized building tree where some buildings are thought of as producing raw materials, and other buildings mainly refining it (modifying its value). Buildings now have less overlapping effects; each choice has more precise benefits and drawbacks. The names of many effects have been reworded to reduce the space they claim, alleviating the bug where building descriptions or icons wouldn't show up. New icons for main settlement buildings along with better descriptions of each government style.
Streamlined buildings #2: Buildings that produce a net income now no longer have upkeep, to reduce the need for "mental arithmetics" when deciding which building to go for. Most buildings now provide more useful effects compared to before
New building icons in the dozens for several factions
Campaign visuals: Winters now cover more of the map in snow, causing attrition in areas that were previously exempted, making winters a more devastating season to military operations
Adjusted display bugs for some UI localisations
Updated Eastern UI in some places
AI Faction Income: major AI factions now have additional income (courtesy of Drunk_Flamingo) to help them stay challenging and not be wiped out by minors
New Province and City names (courtesy of KampfKeks)


Battle Updates

Changed unit sizes
Cavalry 92 --> 100
Melee infantry 202 --> 200 or 242 --> 240
Missile infantry 182 --> 160
Missile cavalry no longer have flaming arrows
Cataphracts now have missile deflection
Slower charge for heavy formed infantry (e.g. principes)
Battering rams now deal significantly more damage to gates
Siege vehicles ignition thresholds changed

Update: Nov 18, 2018 @ 7:36pm

Updated to fix the roman general portrait