Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Rome II Total Realism IIII
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Update: Oct 16, 2022 @ 11:48pm

Beta 4.00092:

- Fixed number of horses for Equites Legiorum in Augustus campaign
- Removed Thorakitai upgrade for Massilia, which made recruitment of these units unavailable after researching appropriate technology
- Adjusted ship costs, large ships now cost more money compared to smaller ones.
- Removed all active abilities from units, to reduce amount of micromanagement needed during battles
- Adjusted fatigue and morale effects to play better with new "passive abilities only" for units..
- Removed XP gain from characters, instead, decreased XP thresholds for Generals so they will gain ranks faster by fighting battles.
- Removed all active abilities from generals. Only kept Rally and Inspire
- Units now slowly lose XP over time. XP thresholds reduced, therefore units should gain XP from combat faster
- Minor adjustments to unit spacing and formation depth.

Update: May 30, 2022 @ 1:24am

Beta 4.00091:

- Reworked "loose formation" for heavy units, which will now simulate "tight formation" which is better suited for units under missile fire. Technically, this button now allows adopting "alternate combat formation" which might differentiate based on unit type.

- Charge values increased for long sword, reduced for spears. Charge duration increased, charge speed increased for barbarian units. They should be now more effective at it. This should make disciplined units less likely to take extended casualties from own charges against "charge reflector" units (spear men, heavy infantry), while certain barbarian units will.

- Minor tweaks to charge distances, charge speed for barbarian units, charge bonus duration, and charge morale boost.

Update: Mar 6, 2022 @ 3:59am

Beta 4.00090:

- Removed alternative upgrade path for Socii units into Legionaries (due to game bug, it prevented recruitment of core units)
- Fixed number of horsemen in General unit for Caesar in Gaul campaign.

Update: Feb 22, 2022 @ 12:53am

Beta 4.00089:

- Minor adjustments to javelin throw animation (reduced and adjusted blend in time)
- Heavy Javelins (thrown before charge) impact effects increased to 120sec instead of 5sec. Heavy javelins will now decrease shield defense bonus (-8), and reduce morale (-8). Effectively getting hit by heavy javelins will ruin the unit combat potential somewhat, therefore not getting hit by them will become important (use of skirmishers to draw enemy fire instead)
- Light Javelins, Arrows and Slingshots effects are increased to 30sec, now mostly apply penalties to morale and speed, and therefore are more useful for suppressing enemy units.
- Tweaks to cohesion loss effects, disordered state penalties more severe. (using reserves against disordered units will be a lot more effective)

Update: Feb 17, 2022 @ 11:44pm

Beta 4.00088:

- Slightly reduced Reinforcement distances.
- Tweaks to Stance Action point requirements, now all stances require 50% of action points.
- Renamed Numidian Noble Infantry into Numidian Heavy Spearmen (Numidian nobles were usually riding with cavalry)
- Minor tweaks to cavalry maneuverability. Cavalry units will be able to change direction slightly easier, especially light cavalry.
- Added extra hitpoints to Cataphracts
- Minor tweaks to morale penalties for being attacked in the rear.

Update: Feb 14, 2022 @ 11:18pm

Beta 4.00087:

- Adjusted Hannibal at the Gates script that generates defending armies to not contain Onagers (they are 4.century AD artillery, shouldn't be in 2nd century BC campaign) Instead, these armies now have War Elephants.
- Adjusted stats for all Pikemen units
- Fixed garrison unit priority for high quality units.
- Increased numbers and composition of lower quality garrison units. Towns and cities will now have 8 garrison land units by default. (increasing it further would reduce amount of garrisoned ships in coastal cities)
- Adjusted stats for Numidian Spearmen and Tribesmen. Both units are now faster, are better with javelins. Tribesmen are now cheaper garrison version of Spearmen, they are using spear instead of dagger for melee. Minor changes to their appearance.
- Horse breeder towns now also have garrison cavalry units.
- Renamed Slave Slingers and Slave Infantry into Desert Slingers and Desert Infantry.
- Increased military aggressiveness for all factions one level.

Update: Feb 11, 2022 @ 11:17pm

Beta 4.00086:

- "experimental" fix for AI Pike units to stay in Pike Phalanx formation when attacking
- Increased priority for Romans to try to complete sea region control.

Update: Feb 11, 2022 @ 4:33am

Beta 4.00085:

- Cohesion system update - Disordered units will be less effective at blocking incoming missiles (block chance will decrease based on disorder level down to 50%)
- Fixed Roman unit composition in Hannibal at the Gates campaign. Starting armies should have proper variants of Legionary units, which are later upgradable to late units. (originally, GC variants were used, which cannot be upgraded) Applies to newly started campaigns only.
- Renamed "Reform" abilities to "Redress Ranks" for Roman Infantry units, and "Reform Units" for General Abilities.
- Tweaks to javelin ranges
- Celtic Warriors and Italic Levy Infantry armor boosted to 50
- Added 10 Armor points to all shields. Shield armor has to be defined, otherwise certain projectile calculations get nullified due to multiplying by zero.
- Reworked Diplomatic setup. Now there are three distinct diplomacy groups defined, one for minor factions, another one for major factions, and separate for Romans. Major factions (and Romans) have less forgiving attitude for diplomacy events, while minor factions tend to "forget" faster. Similarly, value of certain treaties is seen differently by Major or Minor factions..
- Increased financial thresholds for Army, Navy and Buildings, to make sure AI keeps excess money in those buckets.
- Wine trader building provides trade boost instead of culture boost
- Fixed Army/Navy stances being grayed out after short movement

Update: Feb 8, 2022 @ 5:38am

Beta 4.00084:

- Added "fire on move" attribute to heavy cavalry and elephants. to allow them to throw javelins while chasing enemies.
- reduced shield defense bonus for cavalry
- Added -10 to all infantry thrown javelins when targeting cavalry (javelins thrown by cavalry are not impacted)
- Reduced cavalry bonus hitpoints to compensate for reduced effectivity of javelins against cavalry
- Reduced range of javelins, to compensate for much higher rate of fire they have now
- Reworked Cavalry speed and charge mechanics. Cavalry will move (walk) at Trot speed, and run at Gallop. When delivering charge, it will either use trot or gallop (based on player choice - single click trot, double click gallop). At certain distance cavalry will throw its javelins, then as it gets closer it will slow down before it enters into contact with enemy.
- Adjusted terrain penalties, removed scrub penalties ( scrub areas are quite small and insignificant compared to the penalties used)
- Reworked Imperium levels. Only province capitals (walled cities) now provide imperium points. This should significantly slow down the availability and number of agents available to player and AI.
- Adjustment to minor town trade centers. Provided food bonuses reduced, added bonus to all trading. (these buildings will synergize with trade ports/trade oriented town centers)
- Fixed missing effects for Roman tech tree in Hannibal at the Gates

Update: Feb 3, 2022 @ 4:43am

Beta 4.00083:

- Increased food system thresholds for positive and negative effects. Replenishment can be increased up to 50%, but only with 100 food surplus. (previously it was 30% at 50 food surplus)
- Reworked infantry charge mechanics. Charge speed is same as running speed, while javelins are being thrown at very short range (10-12m). This way, charging infantry benefits from javelin impact effects longer (previously most of effect dissipated during infantry still running towards target). Units will also not throw all their javelins in single charge. Shorter javelin charge throw distance also helps skirmishers to run away from heavy infantry charge more effectively.
- Cavalry charge tweaks, more deceleration applied.
- Tweaks to collision between units. Amount of damage dealt by collisions tweaked to better work with charge changes.
- Tweaked secondary attack probability to 25% (vanilla was 100%). Pushing several units against single unit will not produce as huge overwhelming effects anymore. Good heavy Infantry unit will hold its ground much longer, giving player more time for tactical maneuvers.
- Marines now receive melee attack and morale penalties when fighting on land. (they are now much less effective as invasion force)
- Further changes to army campaign mobility.