Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Divide et Impera Part 1
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Update: Jul 7, 2015 @ 4:29pm

- Fixed high red saturation in some new unit cards.
- Fixed AOR recruitment in CiG campaign.
- Fixed belgae factions still using old Celtic general units.
- Fixed missing name of level 3 healer buildings for Illyrians, Dacians and Thracians.
- Fixed Imperium progress bar in CiG
- Fixed Artemis temple line not giving Hellenic culture.
- Fixed Illyrian general option for cavalry in custom battle.
- Removed Hoplite phalanx from Thracian Iphrakatean unit due to animation bug (they still have pike phalanx).
- Various text fixes.
- Fixed Hellenic barracks not being convertible.
- Fixed incorrect buildings in Nabatea and Arachosia culture victory conditions (new campaign only).
- Fixed some Illyrian units not being recruitable.
- Fixed missing ability for Camel archer units.

Update: Jul 3, 2015 @ 1:47pm

1.05b Patch Notes
- Fixes to reform script not properly triggering in some instances.
- Fixed MP reform messages.
- Fixed incorrect recruitment entries for some Thracian units.
- Fixed double stamina entry for some units.
- Decreased historical eastern culture bonus in Taksashila starting province.
- All temples now give at least +2 cultural bonus.
- Fixed Indian War Elephants attributes.
- Fixed Cyrenaica missing garrisons and not constructing buildings.
- Fixed 2 missing AOR units for Pergamon.
- Increased iron/copper production of tier 2 nodes.
- Fixed starting Carthage general unit size.
- Changed starting general unit for Arche Bosphorus in Grand Campaign.
- Added Skiritai back to Spartan campaign roster.
- Fixed 2 missing units in Epirus campaign roster.
- Removed Onagers from Nabatea's custom battle roster (Sorry Nabateans!)

Mini-Campaign Fixes
- Overhaul of starting HatG general variants.
- Moved HatG Socii Italian troops to auxiliary barracks (also in main barracks level 3 and 4)
- Fixed missing auxiliary unit in HatG.
- Added commander unit options for Syracuse in HatG.
- Fixed auxiliaries in CiG campaign (new games only)
- Fixed crash when Gallic faction hits max imperium in CiG (hopefully) - Thanks to CristoTheVicious for the fix idea.
- Added Cretan Archers, Balearic Slingers and Numidian Cavalry to CiG Rome auxiliary barracks level 3.
- Fixed siege UI white screen bug in CiG.

Update: Jun 27, 2015 @ 5:08pm

Update 1.05a
- Fixed missing stamina abilities for new units.
- Added custom Pontic garrisons to fix missing units in Grand Campaign.
- Victory Conditions now listed in the Grand Campaign Faction selection screen.
- Added Nabatea and Taksashila to Grand Campaign coop selection.
- Fixed Pontic General's missing arms.

Update: Jun 26, 2015 @ 10:14pm

Units and Factions
- 2 New Playable Factions - Nabataea and Taksashila (Mauryan Empire). These factions have entirely new rosters and custom chapter missions.
- Belgae (Nervii) faction overhaul - entirely new roster with 30 new units.
- 29 new AOR units for all factions.
- Various other new units for factions including the Dacians, Illyrians, Thracians, Parthia, Seleucids, Tylis, Galatia and others.

Generals Overhaul
- New Generals variants (appearances) for many factions who previously had a very limited pool.
- More varied generals for all factions.

Garrison System Overhaul
- Unconverted buildings will now provide smaller garrisons with a mix of local troops and some core troops of the conquering faction.
- Once converted, buildings will provide garrisons as per usual.

Campaign Changes
- Single-party faction's political influence levels have been changed in relation to civil war chance. Now, a higher influence level will mean a higher chance of civil war. This chance increases at 70/80/90 influence. This was done to fix a bug that previously caused all single-party factions to have a chance of civil war past 45 influence.
- Improved and varied event images have been added for the various in-game events (from 'Gunny's mod).
- New temples added for Taksashila (Mauryan Empire).
- Various reforms and other script fixes.
- Various text and grammar fixes.

Battle/Unit Changes
- The old hoplons in all campaigns have been replaced with the larger hoplons from the WoS campaign.
- Small improvements to hoplite phalanx.
- Units almost wiped out have a larger morale penalty.
- Fixed 2 units missing their horses in battle.
- Carthage garrison troops now receive formations such as hoplite phalanx.

Update: Feb 6, 2015 @ 9:36pm

Update: Feb 3, 2015 @ 4:43pm

1.04 Update Notes

Campaign
- Fixed reforms bug where an AI culture shared by the player could trigger global reforms and lock player recruitment.
- Fixed pre-Marian units being recruitable after Marian reforms.
- Reduced governor (dignitary) unit upkeep reduction when placed in an army.
- Decreased attrition bonuses from technology tree/traits to fit new values.
- Fixed 2 missing Parthian bodyguard options (early and late versions).
- Fixed Silurean Mercenaries being recruited in wrong area (new campaign only).
- Removed "Enemy at the Gates" vanilla event due to it being bugged.
- Fixed non-playable british cultures in Augustus campaign having celtic culture (new campaign only).
- Fixed CiG Rome not being able to recruit First Cohort.
- Added Skiritai back to Spartan roster, removed AOR double unit versions.
- Added client state levies back into Augustus campaign since the factions there are at the final reform levels.
- Fixed some unit description/name entries.
- Increased Macedon's income by 500 in the grand campaign.
- Fixed Arverni starting unit sizes in grand campaign.
- Fixed Parthava culture in Grand campaign (new campaign only).
- Fixed Numidian Legionaries not being recruitable.
- Changed some Roman upgrade options to better fit the unit types.
- Changed faction names for some mini-campaign factions.
- Fixed starting cavalry for Egypt in IA campaign (new campaign only).
- Changed some region names and fixed vanilla spelling errors.
- Fixed the pet monkey that was slightly too cunning for its own good.

Battle
- Hoplite Phalanx changes - Small decrease to charge and increased flanking penalties.
- Decreased mass of chariots.
- Fixed some difficulty levels not unlocking rams and having incorrect siege times for AI.
- Slightly reduced number of siege engines for AI to prevent spamming with ladders.
- Removed galleries for AI.
- Added boiling oil for AI from campaign start to prevent player torch abuse.
- Towers are now more deadly and their projectiles have a little knockback effect.
- Fixed Dacian archers variant/animation bug.
- Various stat and unit size fixes.
- Elephants are now more durable.
- Decreased falx bonus vs. cavalry.
- Found the missing pants that some units left at home.

Update: Jan 11, 2015 @ 11:42am

Update fix
- Fixed an issue after razing that would cause the main settlement building to be inaccessible.
- Removed Libyan Peltasts from Carthage slave rebellions.
- Fixed some double effects on slave markets.
- Slave markets now have a new effect that improves the sell slaves edict.
- Fixed starting military traditions for Parthia in IA campaign. (new campaign only)
- Fixed various unit sizes and some stat errors.

Update: Jan 9, 2015 @ 1:16pm

Battle Changes
- Reduced cavalry casualties from infantry and also from disengaging.
- Removed chant ability for now to fix a battle crash resulting from its use.
- Lowered melee defense of Falxmen units.
- Lowered wardogs attack and defense.
- Fixed defensive siege deployables for various minor factions.
- Fixed various unit stats.
- Fixed AI not using shield wall and improved shield wall effects.

Campaign Changes
- Custom Culture Public Order values: Cultures that are more closely related will cause less public order negatives. Cultures that are historically at odds will cause more.
- Fixed new cultures not having public order penalties from presence of foreign culture.
- Slave revolts should now have lower tier units. They will still have high exp and a full stack, can't seem to find the variable for that.
- Added advisor message for navies causing PO negative when docked. Navies/armies in docks will lower public order, it just isn't reflected in the UI.
- Added army unit caps for Roman veterans post-Marian reforms (5 cap).
- Reduced bonuses to morale, attack and defense from various campaign sources (was causing battle balance issues).
- Fixed various unit ability descriptions.
- Cyrenaica and Egypt now start at peace (new campaigns only)
- Spartan Hoplites now recruitable from tier 2 barracks.
- Fixed tier 4 major city buildings listing too many effects to be seen.
- Fixed Egyptian medicus buildings giving wrong culture.
- Fixed required technologies for tier 3 slave forum buildings.
- Copper/iron node upgrades now shown in tech tree for Grand Campaign.
- Fixed tier 3 training buff buildings not being buildable by Eastern factions.
- Removed elephants as commander option.
- Fixed technology effects in WoS campaign.
- Changed Sicily in Turmoil text to better reflect what is happening.
- Fixed Egyptian Archers and Greek Skirmisher Cav not being recruitable.
- Added more variation between minor township types (civil/trade/farm etc).
- Reduced AI budget for agents.
- Reduced AI food bonus based on difficulty level.
- Import/Export food now impacts both agriculture and livestock income.

Minor fixes
- Fixed historical battles other than Teutoburg (not sure why this one is having issues).
- Fixed a skin variant with a shadowed face.
- Fixed a Pontus unit with missing mounts.
- Fixed Arevaci Lancers combat animations (they are actually spear/shield, not lance).
- Fixed Ancyra historical city description being triggered by Nicomedia.
- Fixed CiG Rome starting units to use DeI units.
- Fixed British spy unit card.
- Fixed GC Armenia starting army tradition (new campaigns only).
- Fixed starting unit sizes of some Parthian units (new campaign only).
- Fixed Cyrenaica commander options.
- Changed starting general units of Seleucids, Egypt and Baktria to mounted versions.
- Fixed Pontic Thorax swordsmen being recruited prior to Thorax reforms.
- Fixed Ligurian Spearmen Roman auxiliary missing unit name.
- Removed remnant vanilla mercenaries from Syracuse factional merc pool (new campaign only).
- Fixed Royal Scythia commander options and starting units.
- Fixed Sparta having access to normal Thorax Pikemen (since they have their own version).
- Fixed Odryssia and Getae starting unit sizes (new campaign only).

Update: Dec 31, 2014 @ 7:57pm

- Fixed various naval issues (transports showing up inside land is a vanilla bug).
- Possibly fixed MP Desync issue (standlone recommended for MP).
- Small increase to minor faction income.
- Fixed mercenaries in IA campaign (new campaigns only).
- Fixed various cavalry issues.
- Various battle tweaks to improve balance.
- Small decrease to land movement, small increase to transport movement.
- Changed Nomad faction trait to reduced Cavalry upkeep.
- Fixed some text entries.
- Increased mercenary cost in custom battles.
- Lowered siege attrition due to longer siege turn counts.
- Fixed some missing building names.
- Fixed some unit descriptions.
- Decreased garrison number from Eastern city forum buildings.
- Fixed Warhorse breed building in IA campaign.
- Fixed Pontus temples in IA campaign.
- Reduced gold costs of mid-late tier technologies.
- Improved variants for some vanilla eastern units still used by minor factions.
- Custom variants made for Bactrian units.
- Bithynian custom variants (Thracian and hellenic inspired rather than all eastern)
- Corrections to some greek units to remove clipping.
- Small improvements to generals of Thrace, Dacia and Illyria
- Improved slinger animations for slingers without shields.
- New weapon model (Sica) for some Thracian, Illyrian and Dacian units.
- Fixed Syracuse/Syrian archer variants.
- Fixed missing sandals on early Roman units
- Fixed Colchis not being in MPC coop options
- Fixed some unit cards

Update: Dec 28, 2014 @ 8:04pm

Update
- Fixed some Mercenary and Garrison unit stats.
- Reduced custom battle costs by 20%.
- Fixed Dacian cavalry mounts.
- Fixed auxiliary barracks not being buildable in IA campaign.
- Fixed some different textures missing.
- Various battle fixes.
- Fixed starting income for various mini-campaign factions.
- Fixed Roman and Carthage general costs.

*Working on figuring out the Multiplayer Desync issue.