Total War: ROME REMASTERED

Total War: ROME REMASTERED

RTR: Imperium Surrectum 0.6.7
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Update: Jul 25, 2023 @ 6:44am

What's Changed (v. 0.5.3):

  • Reverted the Terra Incognita changes that caused a crash on old (0.5.1) campaign load.
  • 0.5.1 campaigns are now back to being save-game compatib/le.
  • Campaigns from 0.5.2 likely not save-game compatible. Deeply sorry for the new campaigners!

Update: Jul 24, 2023 @ 6:53pm

What's Changed (v. 0.5.2):

  • Siege weapon attacking gates lagging issues fixed
  • Terrain issues in desert areas fixed
  • Unit Variation off crash to desktop fixed
  • Farms level 4 not buildable fixed*
  • Fixed inaccesible port locations*
  • Fixed Terra Incognita pixels in Greece and Balkans*
  • Elite Tax now unbuildable after 10 or more exist in empire, and bonus limited to 10 Elite Tax buildings (5000 money)*

* = Need to start a new campaign for changes to have an effect

Update: Oct 6, 2022 @ 10:06am

What's Changed (v. 0.5.1):

  • Fixed crashing when sieging or defending a Carthaginian, Libyan, etc. settlements
  • Fixed Anatolian events referencing Rome
  • Fixed Marian reforms giving units not available to the player*
  • Fixes to some unit descriptions
  • Added missing unit cards
  • Fixed description of Elite Tax building
  • Fixed Bithynian culture/religion traits*
  • Reduced Aitolia's economic capacity at the start*
  • Decreased damage on all archers and increased recruitment cost for foot missiles: recruitment x1.5, upkeep x1.25*
  • Fixed Aornos not being reachable*
  • Fixed boat recruitment for Bithynia and Thrace*
  • Fixed trait trigger that gave rebel garrisons a trait that made them leave their cities undefended*

* = Need to start a new campaign for changes to have an effect

Update: Sep 30, 2022 @ 11:01am

What's Changed (v. 0.5.0):

  • (Possibly) the largest campaign map ever created for a Total War mod, with a size of 1020x700 tiles (vs. Vanilla's 255x156), including more than 900 thoroughly researched regions and settlements.
  • Brand new unit rosters with beautiful remastered units for all Hellenistic factions, utilizing RR's model variety to the fullest extent possible, and hundreds of LODs to keep performance smooth.
  • 18 brand new factions: Aedui, Allobroges, Ardiaei, Atropatene, Belgae, Bithynia, Boii, Cappadocia, Chatti, Cimbri, Edetani, Insubres, Lugii, Lusitani, Masaesyli, Scordisci, Tylis, and Volcae.
  • Loads of new descriptions for factions, units, as well as the new recruitment buildings, written by and based on historical research by our own historians.
  • New BI-based religion system, simulating 22 cultures of the time (Italic, Greek, Celtic, Germanic, Iberian, Illyrian, Baltic, Thracian, Scythian, Libyan, Phoenician, Egyptian, Ethiopian, Arab, Judaean, Assyrian, Anatolian, Caucasian, Armenian, Mesopotamian, Iranian, and Indian).
  • New Cultures to simulate factional differences and the various independent diverse kingdoms, peoples and nations that aren't represented by a faction. You'll notice these in new Rebel banners and symbols (Roman, Greek, Western Hellenistic, Eastern Hellenistic, Thracian, Gallic, Britonnic, Celtiberian, Germanic, Dacian, Scythian, Phoenician, Libyan, Anatolian, Armenian, Iranian, Egyptian, Illyrian, and Iberian).
  • New music and music selection, combining the works of the RS2 and RTR composers as well as the compositions of Tyler Cunningham, the 0 A.D. team, and Paeninsula Italica.
  • A much tougher free peoples faction; they act independent, are strong and might even attack you! They also represent the various nations that we have not yet defined as factions.
  • New environments and settlement plans (including beautiful RS2 Celtic Oppida), lighting, battlefield terrain models.
  • All new faction icons, campaign and battle map banners for the Seleucids, Armenians, Arverni, Arevaci, etc., including a new varieties for the rebels.
  • New trait systems from RS2, VE, and other sources including: Roman Leadership, Roman Provincial Governors, Carthaginian Leadership, Barbarian Leadership, Hellenistic Dynasties and Satrapies, and Personality traits. In this mod, a character's ethnicity will contribute to religious growth and unrest.
  • Unit stats have been overhauled to make battles more enjoyable and tactical. All units have less morale and armour so they are more susceptible to morale shocks. Missile units have been improved to be more effective but need to attack on the flanks to deal significant damage. Some units have also had their costs adjusted in order to better reflect their capabilities and value.
  • The Greek City States faction is no longer on the map, but it can appear during a revolt in a Greek region.
  • A challenging economic system, focused on farming early and trade later. This is a much more difficult system than vanilla, but not impossible by any means. We will expand upon these features in later versions of the mod.
  • Removed Roman named legions to be remastered and re-added in a future release.
  • Slight RIS-ification of the Vanilla UI, including a new main menu video in the spirit of Vanilla's.
  • Reworked battle AI formations.
  • New Hellenistic general's horse model and scythed chariot model.

Update: Mar 25, 2022 @ 5:11pm

What's Changed (v. 0.4.2):

  • Removed start-up crash

Update: Mar 25, 2022 @ 4:42pm

What's Changed (v. 0.4.1):

  • Saka now get Saka units in Saka lands, not Sarmatian
  • Saka Bodyguard updated
  • Adjusted Scythian Axemen stats
  • New Hetairoi Horse Skins
  • Lighting & Normals Adjustments
  • Missing forts and watchtowers fixed
  • Fixed Torches not appearing
  • Some New descriptions for the Boiotians
  • Germanic Stats edited for better balance
  • Campanian Cavalry recruitable in Capua
  • Tarentine Cavalry Visible
  • Campaign Map Frame Now Visible
  • Trade Wagons and Boats Now Visible
  • Removed Eastern Hellenistic Portraits (causing issues)
  • Fixed Syracusan Bodyguard
  • Fixed many pink & invisible units
  • Venedic & Aestian units now show their weapons
  • Made armour values cheaper
  • Increased cataphract quality class modifier
  • Fixed Pharaoh trait from appearing on characters
  • Carthage and Massylii now have pre-battle speeches again
  • Bithynia's Port is in a better location
  • Aremorica, Mauretania have ports now
  • Chorasmia & Massagetae now have ports in the Aral Sea
  • Arevaci recruitment updated so that infantry tiers make better sense
  • Saka units removed from mercenary pools
  • Saka family tree can be read now
  • Two Saka family members begin with the fertile trait with the hopes of producing children
  • Changes to factions that prefer naval invasion for testing
  • Changes to AI tax bonuses, gave the bonus to Saka
  • Added missing Saka to anti-snowball scripts
  • Fixes to traits to stop "requires living character" error
  • Removed redundant re_emergent tags
  • Changed Massalia AI personality to expand less as a test
  • Fixed Germanic reforms being disabled when Marian reforms are triggered
  • Added Fort Plans for Western Hellenistic & Eastern Hellenistic Cultures
  • Added All New Cultures to Settlement Plans so that settlements don't look empty on the battle map
  • Added LOD's for all soldier, officer and animal models to help improve performance
  • Socii Building for Rome now spreads Italic Religion
  • Added LODs for Spartan General to fix a CTD
  • Fixed herds ui for Libyan culture
  • Added tier 3 farms to barbarian cultures

Update: Mar 3, 2022 @ 1:48am

What's Changed (v. 0.4.0):

  • 11 New Factions (Baktria, Epeiros, Achaian League, Aitolian League, Athens, Rhodes, Syracuse, Massalia, Boiotian League, Kyrene, & the Saka)
  • 22 New Religions (Italic, Greek, Celtic, Iberian, Illyrian, Germanic, Baltic, Thracian, Scythian, Phoenician, Libyan, Egyptian, Ethiopian, Arab, Judaean, Assyrian, Mesopotamian, Anatolian, Caucasian, Armenian, Iranian, Indian)
  • 17 New Cultures (Roman, Greek, Western Hellenistic, Eastern Hellenistic, Thracian, Gallic, Brittonic, Celtiberian, Germanic, Dacian, Scythian, Phoenician, Libyan, Egyptian, Anatolian, Armenian, Iranian)
  • New Recruitment system where you need to build both an annexation building that spreads culture and military infrastructure (barracks, stables, ranges) to get the necessary troops
  • Overhaul of the Ethnic Traits so each Ethnic trait spreads a religion
  • New Military Reforms that are WIP
  • New battle balance to make battles quicker and more accurate, as well as better costs
  • New descriptions for units
  • Hoplite & Thureophoroi battle balancing
  • Missiles rebalanced in battles
  • Iceni no longer have chariots as generals, instead they have infantry
  • Suebi roster overhauled stat and unit description wise, they now have a more unique setup
  • Various rebel types across the map to reflect the multitude of independent nations of the time
  • Fringe Rebel Settlements given huge armies to present a challenge
  • You now start off with less money
  • GCS can now emerge as a new faction, but aren't present at the beginning
  • New building icons for various buildings
  • New Martial Law and Pacification building to help prevent revolts, but it comes at a steep economic cost
  • New Intro messages for each faction explaining how RIS is different from vanilla RR & RTW

The Team (as of this version):
  • ahowl11: leader, founder and face of the mod, coding, unit cards
  • tone: units, unit cards, modeling, unit stats, vegetation, scripting, ai balancing, faction icons and banners
  • jorellaf: mapping, minor 2D art, text editing, coding, testing, debugging, mod file management, historian, description writer
  • Apple: workshop\/discord administration and public relations, music, manager of testers, victory conditions and some UI
  • Swagger: environments, lighting (LUTS), weather, vegetation, modeling
  • Lvcke: coding, testing
  • moscaflaca: testing, battle balancing, resource coding and some public relations
  • Mausolos: lead historian, description writer
  • Maurits: historian, description writer, workshop\/discord administration and public relations
  • Rex_Basiliscus: historian and Seleucid specialist
  • Genava55: historian and Celtic specialist
  • Galvanized Iron Raptor: historian and Germanic specialist, description writer
  • NakedSpur: 2D Art, faction symbols and banners for Rebels, culture symbols
  • Nightlon: coding in new religions and cultures
  • Drtad: historian and Armenian specialist
  • Leveller: historian and Latin specialist
  • Boots: editor
  • Lord Drake: GitLab repository owner and maintainer
  • AmyClaraRose: GitLab maintainer
  • Sgt. Skillz: some music coding, scripting, (mac) testing
  • Saxon: provided some new music
  • Tyler Cunningham: provided his soundtracks
  • Grimbold: 3D art
  • Alavaria: coding
  • BHL_20: coding
  • Caligula Caesae: descriptions
  • Densus: testing, misc coding and bug fixing
  • exi: battle balancing
  • jangeest: 2D Art and UI
  • jottel: descriptions and research
  • Muizer: geography and vegetation
  • Quinn_Inuit: historical insight and advice
  • Ray245: for making the Assyrians possible instead of Syrians
  • STRANGER: major testing and feedback as well as gameplay balancing
  • Vicboss: main tester and gameplay balancing
  • Igorche81: 2D art, faction maps
  • Flatty93: unit textures
  • starkgate: upscales of RS and RTR textures
  • El Santo Padre: 2D art for 0.1.0
  • Remlap: 2D Art for 0.1.0
  • burninator: made some unit cards for 0.1.0
  • CaiusAntonius: made some unit cards for 0.1.0
  • Nelduin: modDB page maintainer 0.1.0
  • Our amazing testers for this version:[\/b] Regan, SaulTyre, Vicboss, Neep, Algerian Polak, Basileus Alexios, Malicemane, milkerman, The Shark, tungri_centurio[/list]

Update: Dec 14, 2021 @ 1:29am

What's Changed (v. 0.3.3):

  1. Fixed night luts for battles and campaign map as they were too dark
  2. Fixed crash when playing on languages other than English
  3. Moved resources in Italy to allow easier placement of watchtowers
  4. Fixed flickering skies
  5. Darkened textures that were too bright
  6. Added PBR textures to agents
  7. Lots of tweaks to luts and lighting
  8. Tweaked economy to reduce snowballing
  9. Changed dummies faction's culture to stop them gaining Roman senate traits
  10. Fixed bug with incorrect Elephant unit sizes
  11. Fixed bug with Galatian agent names
  12. Small update to starting diplomatic situation
  13. Reduced bonuses for Spartan kings
  14. Reduced chances of accumulating Lewd trait
  15. Fixed incorrect effect descriptions on some ancillaries
  16. Fixed the pink trees (for real)!

Update: Dec 7, 2021 @ 2:49pm

What's Changed (v. 0.3.2):

  1. Bosporans can recruit Biremes
  2. Trade fleets now available
  3. Bosporan unit costs fixed
  4. Scythian Royal Infantry don’t charge after shooting arrows
  5. Seleucid Elephants upkeep lowered
  6. Seleucid capital moved to Seleucia
  7. Distance to capital penalty lowered
  8. Rebalance of culture in eastern Seleucid regions to allow saving from revolt
  9. Added Bactrian family tree to the seleucids
  10. Upgraded many Seleucid gov buildings to annexation to earn more money
  11. Fixed volcaean axemen ctd
  12. Overhauled diplomacy based on historical records
  13. Parni now settle in historical homelands instead of Mesopotamia
  14. Rebalanced tax income and bonuses to prevent ai from blowing up and having death stacks everywhere
  15. Removed all allied and occupation buildings from non Roman factions, building tree clearer now
  16. Split Roman recruitment into two trees, cannot build both
  17. Fixed enhanced_tweaks to not be so bright and painful
  18. Fixed temples
  19. Fixed flickering units
  20. Fixed invisible stone walls on the strat map
  21. Tweaked recruitment priorities for certain units
  22. Fixed pink trees

Update: Dec 4, 2021 @ 12:24am

What's Changed (v. 0.3.1):

  1. Fixed Carthage dying very early.
  2. All single member family trees are married now.
  3. Faction leader portraits on selection screen updated.
  4. Invisible Iberian skirmishers texture fixed.
  5. Pink trees and vegetation fixed.
  6. Enhanced_lighting temporarily removed to help lighting on campaign map.
  7. Many campaign balance optimisations.