Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Divide et Impera Part 1
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Update: Mar 20, 2018 @ 4:24pm


Battles Changes
- Various things from patch 19 and our animation changes have altered our battle balance and behavior. We have made some fixes to address that.
- Reworked armour values for higher durability of heavier units and to add more dynamics between unit types.
- Removed "secondary attack" which seemed to bypass armor and cause other issues. This slows down battles a bit.
- Small boost to infantry charge
- Reworked entity size (virtual unit size, not model size), units should not "iceskate" now or do it in rare cases
- Due to change in entity size, unit are slightly more spread out in combat and have a bit more room around (hence less glitching and easier to watch animations)
- Added new armour entries for super heavy units, limited to few regiments
- Tweaks to ranged damage, slight reduction to falx damage
- Intervals between melee attacks reduced from 3 to 2 seconds
- Field artilley made a bit more useful
- Few fixes to stamina levels of certain units
- Slight reduction to fatigue penalties for defence (but still high)
- Roman units lose their Expert Charge Defence since with new stats it got a bit too strong and made using Fulcrum or Spear Aux units redundant
- Added entries for cavalry swords and cavalry axes since they were using infantry entries
- Elephants slightly reworked - their charge is more deadly now, they are a bit tougher in melee but their kills in prolonged melee are not overpowered.

Other Fixes
- Reverted diplomatic bonus changes to liberation since that patch 19 bug has now been fixed.
- Fixed typo in Suebi faction trait text.
- Lowered armorsmith bonus to armor a bit now that we have raised armor levels for many units.
- Fixed temple of epona having wrong PO bonuses based on tier level.
- Made trade agreements slightly harder to get, previous changes had made them too easy.
- Changed UI icon on top of in game menu for Roman factions back to the eagle.
- Fixed missing effects for higher tier Kartli medicus and trader buildings.

Update: Mar 15, 2018 @ 6:18pm

Battle Changes/Fixes
- Increased importance of armour for higher tiers, now there are larger differences in values depending on armour type
- All melee weapon damage increased by 1 for base damage and decreased by 1 for AP damage
- Tweaks to pike, hoplite and shieldwall formations
- Changed various barbarian units from phalanx to shield wall formation.
- Javelins a bit more deadly
- Maces and axes slightly nerfed vs armour
- Unit experience thresholds increased
- Fixed various hoplite units having expert charge defense by mistake
- Fixed a couple ranged units with precursor rather than normal javelin rate of fire.
- Lowered hitpoints of some chariot units.

Balancing Changes/Larger Fixes
- Added Cleopatra as the faction leader of Egypt in the IA campaign (new campaign only)
- Due to a bug from patch 19 with past diplomacy actions in saves and starting campaigns, we have lowered liberation's positive effect to mitigate the issue until we have a more permanent fix.
- Cyrenaica and Seleucids start out with a much higher chance to go to war with Egypt (new campaign only).
- Further increased barbarian factions' desire to sack and liberate rather than occupy.
- Changed Odrysia's negative faction trait to see if not having a diplomacy negative helps with their over expansion issues.
- Added loyalty bonus for political marriages.
- Added various missing effects for new events from the DLC.
- Fixed Medewi missing access to special capitals/resource chains in new campaigns and missing admirals.
- Added some more unit card updates for Arabian factions, thanks again to sourav!
- Fixed a bug with region gifting and Roman army spawns that was repeatedly spawning Roman armies.
- Changed Roman defense army spawns to be a bit more lenient if the player is Epirus.

Smaller Fixes
- Removed Cleopatra ancillary from Mark Antony in IA campaign (new campaign only)
- Fixed some patch 19 spawned characters starting with bugged ages (won't fix existing characters)
- Added some female spawned characters from the DLC.
- Fixed missing wife ancillary for diplomatic faction leader marriages.
- Fixed various incorrect name assignments for new characters.
- Fixed the political marriage action text entry.
- Fixed some Empire Divided factions missing garrisons and rosters after the last update.
- Fixed typo in Sparta unit description.
- Fixed Medewi missing from coop faction selection.
- Added longer hoplite spears to Illyrian hoplite units.
- Fixed missing population effects and garrison from Sparta tier 5 barracks.
- Fixed 2 wife ancillaries missing effects.
- Fixed issue with parthian and armenian temples having problems when converted.
- Fixed Galatian unit missing swords when in formation.
- Lowered AI recruitment priority for some Italian AOR hoplite units.

Update: Mar 8, 2018 @ 12:31pm

Update: Mar 8, 2018 @ 10:04am

Update: Mar 4, 2018 @ 12:56pm

Animations Overhaul
- Large FPS improvement in battles due to new animation changes.
- Many elements of matched combat and prolonged engagements have been removed.
- Most melee deaths should now end with kill animations rather than the old "heart attack" deaths
- Much larger variety of kill animations for all unit types
- New axe, falx and mace animations that better fit the weapon types.
- New animations for spear archers and various mixed ranged units.
- New wounded soldier animations rather than basic deaths.
- Clash animations during infantry charges improved
- Roman legion and auxilia custom animations - new animation when swords are drawn or pila thrown, press F to select melee instead of pila
- Custom standard bearer animations for all factions
- Fast walk/run bug for pikes fixed
- Improved animations for all basic sword and shield units.
- Roman infantry missing weapons in formations fixed, pila now properly held in formations.
- Improved/fixed a couple formation descriptions.
- New formation for Roman units - Solid Square.

New Models (thanks to assurbanippal!)
- Added new hellenic cavalry shield for some Macedonian, Epirote and Pergamon units
- Added new hoplite spear that is slightly longer than the normal spear.

Battle Changes/Fixes
- Completely new HP/Armor system.
- Additional tweaks to morale system
- Weapon types are now more unique and excel at different tasks. Larger differences between ranged weapons.
- Pikes and hoplites have bigger penalties for being flanked.
- Units under fire are slower than before and get bracing penalty
- Many unit stat tweaks, fixed some incorrect animations
- Tweaks to certain general skills like Battle Rythm which had a bit too big bonuses
- Removed or reworked hidden unit stat bonuses from general rank
- Units should be slightly more spaced out when in melee
- Improved shock attacks from fanatic type spear units.
- Various changes to stats shown in UI for some unit types.
- Unarmoured and assault infantry speed slightly increased.
- Spear units attack slightly lower but their defence is increased
- Spear units will now do better at defending from enemy charge rather than doing counter charge
- Cavalry, elephants and chariots now properly cause casualties from charge impact
- Units with formation attack are now much more balanced, especially vs. regular units
- Elephants are much more balanced with a large difference in survivability between armored types.
- Unit stats in general should now be much easier to understand and compare.

Supply System (thanks to Litharion!)
- Enemies, allies and vassals are now recognized properly by the system.
- Removed a large amount of redundant/unused code for optimization, improved multiple parts of the script for performance.
- Reworked supply overproduction shifts to adjacent regions.
- Fixed winter/summer supply cut not working as intended
- Reintroduced supply line blocking by enemy armies near your settlements
- Fixed region tooltip not working under various circumstances
- Fixed various bugs with supply production
- Fixed various issues where supply bundles were not being correctly applied
- Baggage trains: Improved animations, increased unit size, reduced stats and speed, now deploy in rear and have better stats when dismounted.
- Refined supply line text so its clear it is creating a supply line not adding to existing ones.

Other Fixes/Changes
- Added multiple new unit cards for older units, thanks to sourav!
- Fixed hoplite spears disappearing while moving in formation.
- Replaced some loading screens with new images, thanks to Jim_Riley!
- Added Macedon to AI major faction defense auto resolve bonus system.
- Fixed bug when converting british temples to other types.
- Increased slave forum building's effects on the sell slaves edict.
- Increased farm impact on the sell food edict income value.
- Fixed naval land sickness effect reducing wrong stats (dmg and morale), reduced negative a bit to match naval stat inflation.
- Fixed Pergamon pike unit having wrong shield size.
- Added some slightly brighter colors for elite/noble Suebi units.
- Added missing region/auxiliary recruitment to Asia province in IA campaign (new campaign only)
- Large increase to diplomatic bonus from releasing troops after battle.
- Fixed Roman civil town's banditry tier 3/4 bonuses.
- Reduced Melee Attack and Defense bonus values from skills and traits due to new stat system (stats matter more)
- Lowered loyalty bonus from technologies a bit.
- Replaced vanilla factional mercenary units for IA Parthia (new campaign only)
- Fixed Bactrian garrison unit cards.
- Scabbards removed from Roman sword auxilia to reduce clipping.
- Roman Eagle standard bearer lion pelt fixed
- Fixed Scythian foot archers not being recruitable and being assigned to wrong factions in custom battle.
- Moved Saka lancers down one tier in the barracks line.
- Fixed AOR Sarmatian Lancers weapon entry.
- Fixed Roman Scordisci auxiliary infantry unit size.
- Fixed Lugii political party name typo.
- Fixed Spartan general's shield being blank.
- Altered empire government type effects listing so they all show in the UI.
- Fixed unuseable building slot in IA Numidia region (new campaign only)
- Re-added Orthia temple for Sparta built off of tier 4 Artemis temple.
- Fixed Dumnonii emergent faction banner missing icon.
- Fixed IA Iceni having vanilla factional mercenaries (new campaign only)
- Fixed Iceni slinger-spearmen unit missing Stamina ability.
- Fixed Pontic Persian slingers missing from some building types.
- Increased research bonus for barbarian research buildings.
- Increased food bonus for Roman forum food/trade building.
- Added encourage ability to First and Eagle Cohort

Credits
- Welcome and thanks to our new team member assurbanippal who is working on new models.
- Thanks again to sourav for his work updating older unit cards.
- Huge thanks to AllxAMERICAN from Steam for helping with the animation overhaul.
- Big thanks to Jim_Riley for various new screenshots as loading images.

Update: Jan 8, 2018 @ 1:07pm


Battle Changes/Fixes
- Additional tweaks to pikes to improve frontal toughness and kills.
- Improved battle camera, allowing it to go lower and higher
- Tweaks to short pike phalanx and barbarian shieldwall
- Multiple unit stat/attribute/spacing fixes
- Additional tweaks to initial power bar calculation
- Readded spear square, currently only for Triarii
- Tweaks to unit experience system, it is easier to get higher experience levels but bonuses are now working differently to be more with the new stat system. This means that maxed out units are less OP, while still being much stronger. Also each level now grants different bonuses to stats, while first exp level will give melee attack, melee defence and morale (and reload skill if ranged), second will give only attack and morale, third only defence and morale etc.
- Celtic chariots improved but they will get more work in the future
- Multiple tweaks to morale system, losing a general has a bit bigger impact on the AI now while again morale penalties were moved more in favour of local factors than global factors (for example if enemy left and center were routed but on the right wing AI has 3 elite guard units left, that did not suffer much losses or got tired, they will be able to still stand against you, as often happened in history, while levy units might not hold in same situation). Larger penalties for losing a general also puts bigger emphasis on units with disciplined trait as it cancels penalty for losing commander.
- Lightly armoured dedicated shock units like Heroic Swords or Iberian Champions have increased damage assigned to their weapons. Hopefully this will make them stand out more compared to other troops.
- Cavalry has speed value visible on their UI as their speed is assigned per round numbers, while infantry speed can't be displayed properly due to UI issue. This will also help with assigning correct cavalry speed in the future.
- Fixed stat bonus for hollow square.
- Added formation attack to Massalian Romanized unit.
- Changed Suebi berserker animation to fix bug with missing weapons.
- Renamed Weapon Deadliness to Armor Penetration

Naval/Transport Changes
- Removed most of the sea sickness effect on transports to try to fix the issue with AI suiciding its armies as transports into navies. Ram damage is still reduced.
- Increased naval unit stats to compensate, added negative effect ("land sickness") for naval units fighting on land.
- Improved patrol stance piracy reduction effect.
- Added reduced piracy effect to military wharfs and increased piracy effect for trade/food ports.

Politics
- Removed a base negative to political events triggering. This may also help with the failure rate of statesmen missions.
- Added increased influence effect to political ranks and faction leader traits.
- Added increased loyalty and influence to various Philosophy technologies for all factions.

Other Fixes/Changes
- Added some updated unit cards for Armenia and Boii (thanks to sourav!)
- Fixed unuseable building slots in HatG campaign and IA campaign (new campaign only)
- Fixed auxiliary barracks in Empire Divided and IA campaign missing garrisons.
- Fixed HatG Massilia chapter mission text (new campaign only)
- Fixed HatG Carthage characters sometimes starting in wrong party (new campaign only)
- Fixed Magna Graecia emergent faction flag.
- Changed wrong starting unit for Parthia in IA campaign and some starting unit sizes (new campaign only)
- Made trade agreements a bit easier to get.
- Reverted some CAI attack decision changes now that the suiciding AI/autoresolve bug is fixed.
- Changed some CAI settings for HatG and CiG Rome to make them match GC Rome settings.
- Changed emergent faction Sophene's culture to Armenian (new campaign only)
- Fixed some building requirements for victory conditions in Empire Divided campaign (new campaign only)
- Fixed some Pontic units not being properly available in IA campaign.
- Swapped appearances for 2 Baktrian garrison units to better match their stats/roles.
- Fixed banditry negative on tier 2/3 eastern guard building.
- Fixed text under wealth/income heading labelled corruption instead of empire maintenance.
- Increased public order bonus from Roman auxiliary barracks.
- Fixed issue with public land chain for eastern factions.
- Added negative banditry effects to 3 Governor skills: Demagogue, Farming Expert and Military Governor
- Fixed various IA Iberian regions missing regional recruitment tags (new campaign only)
- Fixed missing description for Illyrian garrison unit.
- Changed Marian ships to have same hitpoints as pre-Marian ships.

Update: Dec 23, 2017 @ 4:05pm

Update Notes 1.2.2f December 23
*Only Part 1 updated
*Save game compatible unless otherwise noted

Battle Changes/Fixes
- Fixed a CA issue in the latest patch with morale, power bar and autoresolve calculations concerning ranged attacks. This should help fix the issue with autoresolve being calculated incorrectly after the last game update and with the power bar/morale problem.
- Multiple morale fixes.
- Elephants kill ratio slightly toned down in melee but they have an easier time moving through enemy troops.
- Various changes/fixes to further balance pikes/hoplites including vs formed attack
- Fixed militia hoplites having incorrect hp settings.
- Charge bonus lasts slightly longer
- Short Pike Phalanx formation bonuses fixed
- Formed Attack and Disciplined formation added to remaining Thorax Swords and Imitation Legionaries
- Added Formed Attack to Thorakitai spear units (please report if they work properly with it in the long run)
- Small tweaks to a few unit stats
- Changed rear defence penalty from 0.2 to 0.1
- Fixed berserkers in ED campaign having too many hp.

Supply/Population System
- Global Logistics system is now more important. The global logistics level can be checked in the faction summary screen.
- Added global logistics level effect description for various army effects, so it is obvious how the army is impacting the global logistics level.
- Increased upkeep for armies from global logistics system, decreased upkeep from imperium level.
- Decreased AI supply usage to help with AI armies in player lands and with AI attrition.
- Reduced allied army food usage by 1 in allied territories.
- Fixed disbanding not always giving population back. It should now give the population back on the same turn.
- Fixed supply lines effect sometimes not properly triggering in MP or for the AI
- Fixed bug where region population sometimes wouldn't show up when moused over.
- Improved economic description section of region population pop up.

Seleucid Revolt System
- Changed trigger for Seleucid player revolt to require neutral relations rather than negative relations.
- Fixed a bug where the rebel chance could become negative, now there will always be a at least a small chance of revolt.

AI Bonuses Changed
- Instead of having AI bonuses only based on difficulty level and applied as one value, we have moved some bonuses to a script based on imperium.
- This means that the smaller AI factions won't have the very large bonuses that were necessary to sustain the larger AI factions. Hopefully this will help make the early game a little less difficult as smaller factions and it will make raiding and sieging smaller AI factions have more impact.
- Bonuses include things like food, upkeep/cost, corruption, etc.

Fixes/Changes
- Fixed new Empire Divided factions missing rebellion units.
- Removed some of the more anachronistic MERC and AOR units from the Empire Divided campaign (Mercs - new campaign only)
- Added updated unit cards for some units including Taksashila, German units and some Greek units. Thanks sourav!
- Fixed barbarian recruitment building tier 3/4 having wrong banditry effects.
- Changed Galatian spearmen, swordsmen and AOR Galatian warriors to tier 3 pop class.
- Galatian chosen swords now upgrade to legionaries after reforms.
- Fixed Tarantine white shield AOR unit's population size.
- Added Colosseum and Circus Maximus for all Roman factions, changed Circus to only be from horse forum line.
- Added empire maintenance reduction technologies to Empire Divided campaign.
- Fixed some nomadic political rank +range effects being too high.
- Fixed Publius Cornelius Scipio the younger in HatG being in wrong party (new campaign only), changed name of father to "the Elder"
- Fixed typo in Roman Nobiles faction description.
- Fixed Roman HatG starting generals not being Polybian (new campaign only)
- Fixed Supply/Food label in Roman UI region window
- Slight change to AI's evaluation of armies when deciding to attack.
- Removed incorrect effect on the mine building chain.
- Fixed typo in Nervii faction trait description.
- Fixed Massyli general bugged appearance.
- Removed some of the cracks/fissures from the new Roman UI for campaigns other than Empire Divided.
- Fixed cattle buildings not adding to banditry (still less than farms), military ports now reduce banditry.
- Removed Marian units from civil war rosters for Rome (hopefully this works)
- Added silk to HatG in Mauretania (new campaign only)

Credits
- Thanks to sourav for creating some new unit cards for various outdated units!

Update: Dec 11, 2017 @ 5:43pm

Update: Dec 11, 2017 @ 1:29pm

Battles Fixes/Changes
- Fixed pike formation deactivating inside some city locations. It still should not be useable on walls.
- Rebalanced hoplite, shieldwall and pike formation bonuses, they should be much more balanced now.
- All units except hoplites and pikes have +5HP (Hoplites and pikes have increased frontal defence)
- Ranged combat rebalanced
- Melee kill ratio toned down
- Large morale rebalance, morale is more important in nearby area, less important for overall army (for example rout of the enemy left wing will impact the center but not the right wing, which would not be even aware of it)
- Formation Attack reworked, we have found a way to mod bonuses of it, now units using them will perform better and not be defeated by units with same stats but not using it or by hoplites and pikes, which before always defeated them. You should never turn if off as of this patch.
- Fatigue tweaks, it takes more to get into higher exhaustion states (to support longer battles)
- Supply trains now increase morale of nearby units
- Imitation legionaires now have Formation Attack and Defensive Testudo
- All melee infantry have ammo reduced to 1 and reload speed reduced to 1 second
- Reworked firing arcs of ranged units, there should be much less friendly fire, especially on the AI side
- Garrison archers morale reduced by 5

New Empire Divided Campaign Changes
- First overhaul of unit stats for 3c units to be more in line with DeI stats.
- Added DeI's custom building system to Empire Divided (new campaign only)
- Added AOR, Auxiliary, Mercenary, Naval and Garrison units to the new campaign (new campaign only). For now the unit cards don't match with the new campaign.
- Fixed AI in the new 3c campaign missing recruitment priority entries.
- Fixed background skills not triggering for starting characters in 3c campaign.
- Fixed 3c units having too low campaign movement points

New Seleucid Revolt System (thanks to Litharion!)
- The Seleucid satrapies will now revolt after a semi-random amount of time.
- For the Seleucid player, this is dependent on diplomatic relations and on satrapy army size. For the AI Seleucids, this is only dependent on army size.
- This will happen in save games, so be warned!

Other Changes/Fixes
- Lowered empire maintenance and upkeep penalties a bit from imperium level to better balance expansion with banditry.
- Fixed bug where larger populations lowered income rather than raising it.
- Fixed fleets replenishing from capitals instead of local ports sometimes.
- Added political loyalty effects to the faction leader good/neutral/bad faction effect system.
- Fixed political instability from loss of faction leader disappearing too early. It will last 6 turns and can be stopped by moving your new leader to your capital or assigning him to an office, as long as he doesn't have a negative trait.
- Fixed province pop disappearing in the province details panel when activating/deactivating taxes
- Fixed double Recruitment tool tip after quickly cancelling 2 queued units
- Fixed missing Recruitment tool tip when merging units while the recruitment panel is open
- Fixed champion unit card extending too far down.
- Fixed starting Roman general unit card having SPQR in red over top of the image.
- Fixed GC starting season bug - should start in Winter now.
- Fixed Spartan roster in Mac wars missing spartan hoplites.
- Fixed Roman copper towns tier 3 trade/fort variants having incorrect garrison settings.
- Fixed some Spartan spear units not benefiting from +spear effects.
- Fixed Taksashila missing naval roster in custom battle.
- Fixed 2 Galatian units having wrong unit cards.
- Fixed Roman tech tree icons being reversed.
- Fixed incorrect sanitation/banditry effects on Vulcan temple and wine forum building.
- Lowered Triarii and hoplite recruitment priorities for Roman armies.
- Fixed reforms missing for German factions in CiG (new campaign only)
- Fixed mine/quarry buildings missing squalor effects.
- Updated/swapped unit cards for Late Hastati and Hastati Samnitici.
- Fixed emergent faction in Iconium having same emblem as Pergamon.

Update: Dec 1, 2017 @ 4:01pm

- Fixed general's icons (zeal, authority, subterfuge) floating off screen.
- Added new effect for sewer and medical buildings - now they add sanitation to all the regions in a province.
- Lowered squalor effects by 1 on all buildings, lowered plague chances a bit.
- Reduced banditry's food effect.
- Added banditry reduction to patrol region stance.
- Added banditry reduction to the following character skills: Mercenary Connections, Master of Scouts, Agriculturalist, Sworn Bodyguards, Political Animal
- Added banditry and sanitation improvement effects to various technologies.
- Added darker background for new Roman UI to help with reading white text.
- Fixed Empire Divided campaign missing recruitment points for region ownership.
- Added other campaign faction rosters to custom battle selection, may be some errant units here and there.
- Added Imperial Roman units back into GC Roman custom battle roster.
- Pike and Hoplite formation bonuses reworked
- Shield missile block chance slightly increased
- Slight spacing rework of untrained barbarian infantry