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Thread: R2TR CCLXXII.BC Patch Notes

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    Default R2TR CCLXXII.BC Patch Notes

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    R2TR
    R2TR CCLXXII.BC Patch Notes

    Update: 12 Dec @ 14:00pm
    R2TR CCLXXII v. 2.1121214a

    - Fixed AI public order bonus for having army garrisoned in the city
    - Adjusted AI behavior towards enemy factions, it will now subjugate factions more often instead of wiping them out.
    - Naval transports got adjusted cone for missile weapons (30 degrees), so crew has now limited ability to use missiles from the front.
    - Combat ships cone was decreased to 120 degree, so all ships are now much more vulnerable when attacked from rear.
    - Fixed rebellion unit compositions in certain areas that was full of light ranged units.
    - Italic infantry got thureos/scutum shields back



    Update: 7 Dec @ 20:00pm
    R2TR CCLXXII v. 2.1120714a
    Spoiler Alert, click show to read: 

    - increased melee attack for pike phalanx
    - small anti-infantry bonus for pikes when in formation (2 vs infantry), so damage is dealt slowly even against heavily armored units
    - adjusted cavalry weapons, kopis and falcata on horseback give bonus against cavalry, while light lance gives bonus against infantry.
    - Sword armed cavalry is now a bit more effective in melee against other cavalry.



    Update: 6 Dec @ 16:00pm
    R2TR CCLXXII v. 2.1120614a
    Spoiler Alert, click show to read: 

    - Reworked general ranks bonuses
    - Reworked all agents rank requirement points
    - Changed the point gain from agent actions, they now progress ranks more slowly
    - Military technology bonus changes to all factions
    - Changed the order of Roman naval technology to better represent real historical development
    - Adjusted cohesion system, undisciplined units disorder faster
    - Increased speed bonus to disordered units
    - Reorganized Roman Socii units
    - Adjustments to campaign AI income bonuses for specific factions
    - Adjusted AI behavior towards other factions
    - Human player food bonus added so certain playable factions wont start starving
    - Melee units defense increased (+2)
    - Melee units charge decreased sightly (-2)
    - Cavalry defense decreased (-2)



    Update: 30 Nov @ 13:19pm
    R2TR CCLXXII v. 2.113014a
    Spoiler Alert, click show to read: 

    - Reworked Heavy Skirmisher class, they represent heavy infantry assigned to skirmishing duty. They move a bit faster than heavy infantry, but wont withdraw when enemy gets close but instead will fight, yet they got steady withdrawal ability in case they need to be send back behind own lines.
    - Various adjustments to unit and general abilities.
    - New matched combat animations added (thanks to mester and his "Realistic Matched Combat" mod)
    - Weapon damage overhaul. Damage now based on average kinetic energy weapon cause. Stabbing weapons instead, received bonus against Infantry, so they are more effective in close combat.
    - adjustments to speed of javelins. they are now thrown a bit slower, with higher arc.
    - Building costs adjusted, now approximately 2x higher as in vanilla. Barracks are 4x costlier, due to cost of units they provide.
    - Building effects slightly adjusted. Barracks can be built faster to give your newly conquered cities garrison faster.

    and various small fixes.



    Update: 14 Nov @ 10:54pm
    R2TR CCLXXII v. 2.141114a
    Spoiler Alert, click show to read: 

    - Reworked movement speed for all units. Units no longer run (they are in formation), instead have march and double march speeds. Units will only really "run" in charge.

    - Implemented Cohesion system instead of fatigue. Disordered units are now easier to kill (reduced melee defense), they dont hold their formation as good (reduced mass), have reduced charge power and have small morale penalty, but no melee attack penalties, so disordered unit will still fight and deal casualties (unlike before, when fatigued units also had melee attack reduced).

    - Implemented new Culture system, where main city building defines the culture and handles recruitment. Barracks now add better garrison and some special units. conversion time of buildings between cultures increased, while barracks build time is reduced. If you conquer city of different culture, it will take a lot of time to convert it to your own. during that time such city wont have city garrison, so you will have to build garrison barracks there to protect it, or keep army within city.

    - adjusted artillery accuracy against moving targets. artillery is now accurate against stationary targets, but will have higher dispersion against moving targets. Minimal range is also increased, so arty wont be able to shoot at very short range. You will have to protect it against skirmishers. Minimal range is greater than maximum range of javelin skirmishers, so arty wont be able to fire at them if they get close enough. Scorpios dont have such problem, while onagers have greater minimal range than ballistas.

    - Ship autoresolve rebalance, heavy ships now much more effective against light ones.


    Spoiler Alert, click show to read: 
    Update: 4 Oct @ 12:56pm
    R2TR CCLXXII v. 2.0041014

    - Various bug fixes.

    Update: 1 Oct @ 6:13am
    R2TR CCLXXII v. 2.0011014

    - Fixed roman recruitment.
    - Fixed missing text.
    - New icons added.

    Update: 27 Sep @ 3:11pm
    R2TR CCLXXII v. 2.0270914a

    Update: 27 Sep @ 4:14am
    R2TR CCLXXII v. 2.0270914

    Update: 26 Sep @ 11:34pm
    R2TR CCLXXII v. 2.0260914a

    Update: 26 Sep @ 8:10pm
    R2TR CCLXXII v. 2.0260914

    DB:
    - Morale - several penalties adjusted, to reduce the sudden complete rout
    - Naval morale - increased chance for naval units to rout instead of fighting to the death
    - adjustments to melee formula, projectiles,pikes, projectile accuracy
    - removed mobs, replaced with normal units
    - various changes to entity size, unit speed, arty engine sizes etc
    - adjusted artillery crew entity
    - removed forced march and double speed
    - AI overhauled
    - various changes to unit compositions to all factions
    - reworked military stances
    - adjusted formation holding for disciplined units
    - reduced training exp gain for champions, adjusted army effects, general effects
    - reworked all unit stats, added Sagitarii unit
    - reworked all unit costs, added Sagitarii unit
    - reworked weapon damage
    - reduced replenishment for mercenaries
    - damage reworked for all ranged weapons
    - adjusted quick reload, precise shot, pike wall to better work with new stats
    - reworked exp gains to fixed bonuses per level
    - reduced amount of experience needed for level to better cope with new stats
    - added sagitarii unit
    - small adjustments to some shields
    - adjusted spacing for several different units, to better work with entity sizes
    - reduced time for projectile effects
    - added possibility to recruit Auxilary Cretan Archers and Balearic Slingers from top auxiliary barracks anywhere. (set for all campaigns)
    - slightly adjusted armor variation for vanilla Roman Hastati, Principes and Triarii
    - difficulty handicaps for income reduced for player, player now get a small tax bonus, this is temporary until building effect has been re-done.
    - building handicap tables included from phalangitis to fix food issue.
    - statistics of slums adjusted to playtesters notes.
    - food from trade ports.
    - multiple fixes for small issues (army with velites, unit composition of Scipio Africanus initial stack in HatG (amongst other))

    TEXT:
    - added Sagitarii unit description.
    - added names for experience ranks.

    VARIANTMESHES
    - added Sagitarii unit variantmeshes.
    - adjusted look for Cretan archers, Roman Late Marines, Hastati (vanilla), Principes (vanilla), Triarii (vanilla).

    CAMPAIGNS
    - added CiG, Emperor and HatG startpos, adjusted for proper units, experience and ships.

    ......and numerous other changes!

    Old Patch Notes

    Spoiler Alert, click show to read: 
    Beta Patch Notes
    Update: 2 Sep @ 8:51pm
    Beta 1.9020914

    Units:

    - Reworked range for all ranged units. Range is a bit longer to allow skirmishers to work properly. All ranged weapons are now in scale, practically they all received +20%. To avoid confusing anybody, the 'ranged' attribute was removed from all units except for artillery.

    - Javelins thrown by melee units are thrown at a faster rate to allow these troops to fight in melee sooner.

    - All projectile damage was reduced, and dispersion increased.

    - Experience levels reworked, they give larger bonuses but are harder to reach (Level 9 requires 64k points while previously it needed 27k).

    - Experience gain thresholds reworked for all units. Elite units gain exp 20-40% faster, low quality units 40% slower. Artillery gains exp 100% slower.

    - Formed attack removed from all Melee units (except for Pikemen), instead, charge distances and entity training values were adjusted so these units keep formation better than barbarians.

    - Cavalry Mass reworked, heavy cavalry is now more effective at charging than light cavalry, as its mass is significantly higher. Previously light cavalry could do more damage due to their small mass difference from heavy cavalry and much higher charge speed.

    - Fatigue penalties adjusted, running up hill is a bit more fatiguing.

    - Certain General abilities can increase the training rate by a small amount.

    - New Marine units for Rome, Carthage, all Hellenic and Eastern factions. They no longer use land units on board of their ships. Marines are adjusted for boarding actions, have higher amount of ammo and custom javelins (throwing javelin from ship deck was different from land, no running throws possible, therefore range was shorter and javelins did a bit less damage).

    - Reworked stats for all navy ships. Removed all flaming weapons (they were not used as standard naval tactics up until battle of Actium, where it was just a battlefield improvisation). Towers removed from a lot of ships, as they were Roman invention only slowly used by others. Except for Romans others will only have them on heavier ships (Carthaginians will have 2 versions of Quinquereme, lighter without towers and heavier with them).

    - Ballista Quinquereme converted into specialist ship supposed to be used for sieges. Its damage was increased but accuracy greatly reduced, as well as rate of fire. It can bring down walls, but wont reliably hit enemy ships. It also has a bit weaker hull compared to normal Quinqueremes.

    - Updated look and stats of Roman units. Removed older type of armour (circular pectoral was used in 8-7.century) and replaced it with armour typical for Italians in 3rd-2nd century.

    - Roman Hastati now represent young men, therefore are faster and stronger than Principes. Principes have a bit more morale than Hastati on the same exp level. Triarii as the oldest men have movement speed further reduced.

    - Italic faction roster overhaul. They now use Italic Hastati, Italic Principes and Italic Triarii. The same rules apply to them as to the Romans.

    - Melee weapons damage was adjusted, AP bonuses halved due to removal of all bonus hit-points units might have had.

    - Unarmoured units get armour value 20. This is now the base value set to the same value as hit-points. This is to randomize every hit a unit gets, as not everything was instantly lethal.

    Campaign:

    - The Greek Armies were refitted with Greek gods/goddess names (like Stratia Apollo etc).

    - A script change disabling the double time button from navies * Beware: This may break save game compatibility for any players whose navies are in the double time stance, and they won't be able to take the navy out of the stance. AI players are unaffected - to fix it, you'll need to enter the save using the old version and take the navy out of double time.

    - Forced March and Double Speed removed. Instead, Armies and Fleets can increase their movement by gaining experience levels and investing into appropriate perks.

    - Champion training speed is reduced, an army should get less experience when trained.

    - Adjusted base army compositions for all factions. Armies should be more balanced, with less skirmishers than before. Also applied to navies which will contain more melee ships.

    Update: 23 Aug @ 1:46am
    Beta 1.9230814

    Units:

    - The way in which units get experience from training has been changed. Now they will get bonuses even from generals, but all experience gains will be much slower than before (1,2,3 points per trait, instead of 5,10,15).
    - Several errors and typos have been fixed.
    - The Italic unit stats, voices, FOW values, weapons, abilities, experience thresholds and experience from recruitment have been overhauled completely.
    - Adjusted names for Carthaginian and Italian units have been included.
    - Several adjustments to the way in which units look have been added, especially for the Celts, Carthaginians, Vanilla Romans and Italians.
    - A new armour system has been implemented, in which all bonus HP have been removed.
    - Some small tweaks were made to fatigue system.

    Campaign:

    - The fortify stance now reduces enemy army movement points within a region.
    - The military technology effects have been revamped. Technologies will now increase upkeep- and/or recruitment costs instead of decreasing them. However, they now have additional effects such as increased melee attack.
    - Building upkeep has been increased for the main building of major cities.
    - We've increased the help the AI gets in terms of money and added upkeep reduction for the AI.
    - Bitter enemies now declare war more often on those they hate.
    - A weaker state will now be prone into giving gifts to stronger factions.
    - Any diplomacy with bitter enemies is more or less useless or impossible.
    - Bitter enemies will now break any treaties with hated factions if possible, such as no aggression pact and military access agreements.
    - Allies and friendly factions/states will now allow military access more readily, and will accept non-aggression pacts and trade more readily. They will also be prone to joining into an ally's war if possible (when at peace).
    - Trade is generally easier now with trade orientated and friendly factions.
    - Factions now have to invite vassals and client states into wars, if they [the client state] refuse to join, war will break out between master and vassal.
    - Factions close to being destroyed are more prone to accept peace and vassalage, even from their 'hated' factions. They will also be unlikely to declare war, especially against stronger factions.

    Miscellaneous:

    - The battle camera has been added.
    - We've incorporated the Ancient Colors mod as a base - credits go to Épaminondas The "Oblique".
    - New FLC/DLC units were added in land_units.loc for compatibility.

    Update: 15 Aug @ 6:56am
    Beta 1.9150814

    - Compatibility patch.

    Update: 9 Aug @ 7:42pm
    Beta 1.9090814

    Battle:

    - Infantry and cavalry battle speeds adjusted, mostly slowed down a bit. speed varies based on weight of unit. Skirmishers can outpace heavies easily.
    - Adjusted turning speed of units up, so they reshape formations much faster.
    - Revamped morale settings once more, making exposed flank penalty small due to how it works, and instead increased attacked in flank/attacked in rear penalties to get same results.
    - Adjusted fatigue levels, unit stays active a bit longer, once winded, it gets tired, very tired and exhausted a bit quicker than before (Progression is no longer linear).
    - Adjusted certain fatigue stances, increased penalties for running, and shooting, removed penalty for "reloading", but increased for reloading artillery.
    - Adjusted speed penalties for being fatigued. Units are now significantly slower when exhausted.
    - Idle units restore fatigue bit faster, to encourage withdrawing units from combat and putting them into reserve.
    - "Fenzy" ability reworked, positive phase is longer, gives bonus to AP damage, charge and attack. negative phase is shorter, increases fatigue and reduces morale.
    - Various melee attack and weapon damage bonuses for abilities reworked.

    Campaign:

    - Fame levels adjusted, progression is linear, starting with 1 army, so small factions with single city wont overpower larger factions locally. Larger factions will be able to have decent amount of armies. Fame points required for certain levels were also adjusted for both AI and human player.
    - Characters experience is not gained from critically unsuccessful attempts, while normal unsuccessful attempts just add 1 exp point. This is to slow the agents progression down a bit, as it is way too fast right now.
    - Characters gain only single point of experience when deployed/training armies. Player need to train his agents in the field before using them as trainers.
    - Various CAI variables adjusted to make AI a bit more active. Aggression activated towards player in late game, yet toned it down a bit from vanilla so it is not completely senseless.

    Misc:

    - Historical events added.


    Update: 3 Aug @ 2:49am
    Beta 1.9030814

    Unit stats:

    - The shield defence values have been adjusted, the difference between the Thureos shields (32-36) and the Scutum (38-40) is now a bit smaller. The Pikemen Pelta shield has been changed into an active shield (0 armour bonus, + shield defence), while enabling the pike wall ability makes it passive (-defence, + armour).
    - Pikemen behaviour has been fixed, the unit now properly lowers the pikes, and uses them a little more effectively.
    - The pikemen entity has been modified, a bit more free radii has been added around the entity so that it is less likely to get stuck while moving through the formation (when enabling pike wall).
    - The pike damage has been increased to 28 (original value 24), now it is the same as for short sword or pike.
    - The distance at which enemy infantry is considered was decreased to 20 (original value 25).
    - The distance at which enemy cavalry is considered was increased to 80 (original value 75).
    - A bonus for melee units in autoresolve was added.

    Morale System:

    - The (flanking) morale penalties have been adjusted slightly.
    - A morale fix has been applied to fix the bug in which a chain reaction routed the whole army when a few men ran away.
    - The general distance at which morale penalties kick in has been increased to make sure that they don't apply too often.
    - Minor changes have been made to fatigue resistant units.

    Miscellaneous:

    - The fortification bonus within the province will improve the happiness of the local population with +4, while raiding will decrease public order in an enemy province by -8.
    - Navies in raiding stance will increase piracy to 85% instead of 75%, while navies in patrol mode will decrease piracy by 50% (previously 75%).
    - New R2TR loading screens were added to the game.

    Update: 27 Jul @ 12:22am
    Beta 1.9270714

    - New loading screens.
    - Script fix.

    * Pike fix.
    - Shield defense values were adjusted, difference between thureos shields (32-36) and Scutum (38-40) is now a bit smaller. Also Pikemen Pelta shield is changed into active shield (0 armor bonus, + shield defense), while enabling pike wall makes it passive (-defense, + armor).
    - Pikemen behavior fixed, unit now properly lowers the pikes, and is a bit more effective with them.
    - Modified pikemen entity, adding a bit more free radii around entity so it is less likely to stuck while moving through the formation (when enabling pike wall).
    - Pike damage increased to 28 (original value 24), now it is same for shortsword or pike
    - Morale penalties were slightly adjusted.
    - Distance at which enemy infantry is considered was decreased to 20 (original value 25).
    - Distance at which enemy cavalry is considered was increased to 80 (original value 75).

    Update: 25 Jul @ 8:09pm
    Beta 1.9250714

    - Patch 14 (beta) compatibality update.

    Update: 12 Jul @ 4:23pm
    Beta 1.9120714

    - Early Roman/Italic units pack added to campaign startpos.
    - Adjusted morale (routing distances decreased drastically for units recover faster and closer to battle line).
    - Reduced ammo for javelin skirmishers to 4 (increased to 6 with supply reforms which add +50%).
    - Small adjustments to movement speed for skirmishers.
    - Removed barricades from city buildings.
    - Maintenance, upkeep and diplomatic tweaks.


    Spoiler Alert, click show to read: 
    CORE Pack Patch Notes
    Update: 22 Jun @ 2:29am
    Beta 1.8220614

    Morale system:

    - Changed attacked in flank and rear penalties. They are now same as being attacked in front (-15)
    - Reduced distance for unit detections, so enemy unit needs to get closer for flanking penalty to apply (75 -> 25).
    - Increased morale penalty for having flanks uncovered (both -35, single -25)
    - slightly increased morale penalties for being fatigued

    Unit stats changes:

    - Greek Hoplites were moved one-two levels down ( from 55 to 45 morale).
    - Pikes stats adjusted, reduced pike wall attack bonus to x1.5 (previously x2), reduced pike bonus damage to 6 (from 10), reduced anti-cavalry and anti-elephants bonuses (still much higher than spears have).
    - Shield wall and shield screen got anti-cavalry and anti-elephant bonuses added with multiplier (x2) instead of fixed value
    - Spears anti-elephant bonus reduced to 8 (from 16)
    - Increased defense penalty for being attacked from rear (60 -> 90)

    Miscellaneous :

    - Reinclude vanilla Marian units from Rome custom battle.

    Update: 19 Jun @ 10:03pm
    Beta 1.7190614

    - Patch 13.1 compatibility pack.

    - Script added to disable 'force march' button.

    - Italic unit pack added for custom battle.
    * Early Leves, Hastati, Principes, Triarii & Equites.
    * Polybian Hastati, Principes, Triarii & Equites. (placeholder)
    * Samnite Spearmen & Cavalry.
    * Campanian Javlinmen, Hoplites & Cavalry.
    : Disabled equivalent vanilla Roman units from custom battle.

    - Fix missing text (mainly related to new DLC entries).

    - Startpos overhaul.
    * Swap Carthage and Nova Carthago provinces. Carthage holds province in Africa while Nova Carthago in Spain.
    * Increase starting army/navy for all factions. Main army 1/2 stack and secondary army 1/4 stack except Athens which have 2 1/4 stack armies and main navy with 1/2 stack.
    * Pirates and Raiders culture pack factions enabled (for those who purchase the DLC).
    : Changes only affect newly started campaign. Save games will use data from previous startpos.

    Update: 2 Jun @ 12:48am
    Beta 1.6020614

    *Rome II Patch 13 Compatibility Pack*

    - Some animation adjustments to shield covering animation (it got removed due to the instant switch between ready and shield up animation), which also slightly increased responsiveness of units.
    - Modified javelin throw animation, removing reload delay, which makes javelins throw more consistent.

    Known issue : Getae and Pirates & Raiders Culture Pack disabled. Some text might be missing. This will be corrected in the next patch.

    Update: 24 May @ 1:03am
    Beta 1.5240514

    - Roman reforms reworked, old units now only upgradeable to Evocati, which cannot be recruited. Evocati upkeep is increased, while their base stats decreased to the same level of normal units (so their only advantage is experience they gained before).
    - Reduced base stats for Legionaries and Legionary Cohort (slightly higher than Hastati).
    - Veteran Legionaries renamed to Evocati, Evocati Cohort is their Imperial Reform equivalent.
    - First Cohort and Eagle Cohort were restricted to 18 units, which is maximum number of armies you can have in grand campaign (First Cohort in Caesar in Gaul is restricted to 10 units for the same reason).
    - Minor cities received barricades and stakes as a form of defense during city battles. Tier IV city will have standard walls (but sadly invisible on campaign map).
    - Slightly reduced amount of deployable (removed from fortified stance.
    - Fortified stance increases the replenishment.
    - Slightly increase damage for Slingers.
    - sling rocks now dont increase block chance of enemy shields for sucessor hits like other ranged projectiles, as they are harder to spot.
    - Rapid reload and precision shot are no longer restricted for short time period. their negatives were slightly increased to counter this.
    - Morale settings improved, keeping formation much more important (higher penalty for exposed flanks).
    - Fixed bug where confident, eager and impetuous stances were ignored.
    - Several adjustments to morale bonuses and penalties for different stances.
    - Hemiolia in no longer able to ram other ships. majority of factions received archer crew to their Hemiolias. Their hull strength was also decreased a bit, so they will be a bit more vulnerable to other ships ramming them.
    - Reworked occupation stances,Sacking settlement has smaller but long term effect on order, occupation of same culture causes less disorder. looting and razing gives you more money but destroys order in the province (slightly less than before though).
    - Small adjustment to faction specific monetary bonuses.
    - Reduced success chance and critical success chance for all agents.
    - Defender units in sieges received +50% ammo bonus.
    - Adjusted fatigue effects, slightly increased rates for exhausted, very tired and tired stance.
    - Reduced ignition threshold to gates, slightly decreasing time gates burn down. iron gates can now be burned down in around 10-15 minutes, so AI will eventually manage to breach them before timer runs out.
    - Tower occupation timer reduced,city center and gate timer increased.
    - Archers and javelinmens on chariots and elephants now use more accurate projectiles thanks to their height advantage.

    Update: 15 May @ 10:52pm
    Beta 1.4150514

    Campaign
    - small tweaks to campaign AI
    - small adjustments to difficulty levels
    - few changes for starting units for some factions (startpos)

    Combat
    - certain stats rebalance for Celtic and Germanic infantry
    - added first strike to spears simulating momentum for the first strike
    - cavalry abilities changed
    - torches replaced with fire pots
    - increased fire resistance of gates so they burn slowly
    - improved stats for heavy skirmishers (Peltasts,Thureophoroi, Celtic Skirmishers,Velites etc..)

    Misc
    - lots of small bugfixes
    - undocumented .loc files update

    Update: 9 May @ 12:35am
    Beta 1.3090514

    - Loading screens added back.
    - Carthage garrison revised.
    - Native unit names added for various cultures.
    - Germanic army names changed.
    - Starting units for Egypt replaced to Greek units. Ptolemaics did not use native units until late period (need new campaign to take effect).

    Update: 5 May @ 9:11pm
    Beta 1.2050514

    - BAI & CAI update. (JaM)
    - loc changes. (^OvO^)
    - new icons (Muizer)
    - new frontend screen (Mackles)

    Update: 29 Apr @ 12:30am
    Beta 1.1290414

    - campaign changes (ask JaM)
    - battle changes (ask JaM)
    - startpos changes (new new campaign start)

    Update: 26 Apr @ 3:27am
    Beta 0.9060414

    - Patch 11 update.
    - AOR stuff disabled. Need to be updated.
    - Long way to go.

    Update: 6 Apr @ 3:18pm
    Beta 0.9060414

    - Patch 11 update.
    - AOR stuff disabled. Need to be updated.
    - Long way to go

    Update: 28 Mar @ 12:16am
    Beta 0.8280314

    - Patch 10 update.

    Update: 14 Jan @ 1:13am
    Beta 0.7130114

    - latest pack updated.

    Update: 8 Jan @ 11:51pm
    Beta 0.6080114

    - loading screens and such.

    Update: 4 Jan @ 12:23am
    Beta 0.5040114

    - Update latest packs

    Update: 24 Dec, 2013 @ 6:24pm
    Beta 0.4241213

    - Update for campaign files, post patch 8
    - 4 turns per year with seasons (thanks Dresden)
    - Authentic auxilia units (check custom battle as Romans).

    Update: 11 Dec, 2013 @ 2:42am
    Beta 0.3111213

    - CAI adjustment and all unit and formation changes.
    - Misc stuff.

    Update: 2 Dec, 2013 @ 11:01pm
    Beta 0.2021213

    New version of Variant file. It contains:

    - Carthagian (late) Pikemen (Hamata armor)
    - Carthagian Late Hoplites (Hamata armor)
    - Libyan Infantry (lets rename them to African Infantry) - they got hamata, scutum, and gladius
    - Thorakitai Swordsmen (Hamata armor)
    - Thorakitai Pikemen (Hamata armor)
    - Thorakitai Spearmen (Hamata armor)
    - Gladiators with Pilum
    - Camilian Hastati
    - Camilian Principes
    - Italian Noble Infantry (with javelins)
    - Italian Spear Infantry (with javelins)

    Additional changes:

    - Iberian Swordsmen (Gladius Hispaniensis)
    - Iberian Scutarii (Gladius Hispaniensis)
    - Iberian Veteran Warriors (Gladius Hispaniensis)
    - Camilian Hastati with Xiphos sword
    - Italian Socii Hastati with Xiphos sword only

    Campaign -

    CAI pack which contains files that influence AI behavior.

    Update: 28 Nov, 2013 @ 4:03am
    Beta 0.1281113

    - pack merged.


    Spoiler Alert, click show to read: 
    Alpha Build Notes Update: 11 Nov, 2013 @ 1:03am
    Build 0.9111113

    - New Camillan Hastati (spear)
    - Optimization pack

    Update: 4 Nov, 2013 @ 11:43pm
    Build 0.8041113

    - R2TR_Campaign_EffectBundles / faction bonusses&penalties / DV and JaM (current DV)
    - R2TR_Campaign_Main / collection of base camp files / DV
    - R2TR_Campaign_Misc / attrition files ("Misc" to add more camp misc files) / JaM
    - R2TR_Campaign_Var / campaign_variables file (diverse impacts camp and battle) / DV and JaM (current JaM)
    - R2TR_Combat_05 / collection of base battle files / JaM
    - r2tr_core / startpos file (start situation) / LestaT
    - R2TR_Garrisons / garrison unit files / DV and JaM (current DV)
    - r2tr_loc / names and descriptions (texts) / LestaT, but shall be also DV and JaM and Beth (current DV)
    - R2TR_Naval_02a / naval unit files (camp and battle) / Beth (some naval files in camp_main, some battle file-sharing Beth & JaM); the "02a" file was done by me as for file compatibility of Beth's and JaM's files

    * the only kind of bug is with few ship names due to added ship entries by Beth (Naval_02a), which are not inserted in the loc file.

    Update: 1 Nov, 2013 @ 7:36pm
    Build 0.7011113

    - 3 turns per year.
    - Campaign pack updated.

    Update: 30 Oct, 2013 @ 1:01am
    Build 0.6301013

    - Change starting Roman generals from Triarii to Equites.
    - Change Roman admiral from Veteran Legionary to Principes.
    - Change Macedon generals from Foot Companion to Companion Cavalry.
    - Change Parthian starting units.
    - Other campaign & battle pack changes.

    Update: 27 Oct, 2013 @ 1:02am
    Build 0.5271013

    - Attrition pack added.
    - Optimization pack.

    Update: 26 Oct, 2013 @ 3:41am
    Build 0.4261013

    - Optimization pack.

    Update: 24 Oct, 2013 @ 10:50pm
    Build 0.3241013

    - Optimization pack.

    - Faction buffed.

    - Pontus is pretty weak with its start situation, no major settlement, but only the minor settlements. Thus the tweaks which we did for the recruitment and now again for garrisons don't fire for them unless they conquer a major hellenic settlement. However, they can now recruit pontiac peltasts at least from on 2nd minor settlement upgrade, and if they get a major hellenic settlement, then they are good (now even with royal pontic cavalry as garrison).

    - Now Carthage has elite garrison units in major settlements.

    - Macedon and Egypt got elite garrison units with major settlements (Seleucids are already buffed since CA patch, and other Hellenics got a bit improvement in garrisons with last update, but they shall not be buffed that relevant, or we would make them too strong in comparison to Macedon, for example).

    - Rome, now has actually nearly the whole roster as possible garrison units, we added a lot! ( also principes and even aux_extraordinarii ). In other words, Rome is pretty save now in Italy! One have reliable garrisons, and the more, settlements got upgrades.

    Update: 24 Oct, 2013 @ 10:25pm
    Build 0.2241013

    - Added an extract from buildings_effects file, buff's for Carthage (Baal temples) and very few for Macedon (nearly not mentionable, but Macedon has practically no specific faction buildings so we use the ones available for mini-tweaks); all those buff's are slight tweaks only, but should help Carthage a bit (once more).

    - The 1st aux_barracks tier needs now maniple research (like the 2nd tier main_barracks), because else, a roman AI would end up to build "only" (tendentially) aux_barracks, and then can't recruit their main roman units.

    - File campaign_handicaps, here the AI buffs now mere even for all difficult levels (some added to M and H which formerly were only on VH/Legendary).

    - Few and small culture conversion rate adjustments once more.

    - Some unit caps introduced again (certain elite romans), this is done to prevent a roman AI from creating ie. an Triarii-only army.

    - Aux_Infantry and -Cav, these units need now research, we took the cohort-orga to give this step a meaning, turns slightly shortended (their "uniform" suggests this anyway, and makes more sense for the whole aux recruitment and garrisons).

    - Roman garrison units is partly new ordered, ie. many former hastati-garrisons are now aux_infantry (this makes much more sense), and the difference between major and minor settlement garrisons is more significant.

    Update: 24 Oct, 2013 @ 1:47am
    First upload to Steam Workshop.
    Beta 0.1281113

    1. Update for campaign files, post patch7

    The zip contains the following 3 campaign packs: (short name)

    a. campaign_main
    b. effectbundles
    c. garrisons

    Changes

    General file name changes: All contained tsv's got r2tr_ prefix*

    a: Adjusted files for patch7; ie. Bactrian Peltasts and Bactrian Royal Guard earlier recruitable, further on for roman recruitment file adjustments for tech requirments, means, Polybian units, except Velites, are not visible (nor recruitable) in barracks or tech-research until the Tactical Drills is researched ... that was necessary for the Garrison file structure (i did something like that already in earlier versions, but removed those requirement in the meantime); 2nd, that step was also necessary for vanilla adjustment, as it seems, vanilla codes (here tech related files) shine through since we use r2tr_ prefix for every tsv! ... as for this, it's also up for testing if our roman reform changes work as intended and not in vanilla fashion).

    b. nothing, except file naming*
    c. minor changes, and file naming*
    (the garrison file is not updated to have Camillan units, as i tried that earlier, the game didn't reckognize those entries, imo. we can live but also without Camillan garrison units, still, vanilla rorarii unit must be adressed with a bearable unit name and possibly a model change).


    -> the other campaign related files like "Var, CAI, Misc" should be done by JaM.

    2. Update for CAM unit pack, post patch7
    (as excpetion here, not in Unit Packs thread)

    I attached here also the Camillan unit pack which we used recently (which was done by JaM, and afterwards adjusted by me for the recruitment order).

    The CAM pack works only with the according loc pack, means, an adjusted loc pack post patch7, just incl. Camillan unit rows integrated there (and must fit of course to vanilla patch7 version, ie. Bactrian unit added, i don't know for sure, if other units are added as well by CA aside to the Bactrians).

    What i did in the CAM pack is the following: Just added for every tsv the r2tr_ prefix (even when this is not necessary technically, it's just for identification and synchron file naming).

    *Combat pack.*

    As mentioned before, weapon will influence 25-30% of the final stat, unit quality will adjust another 25%
    There will be Unit type bonuses and penalties applied as well.

    So for weapons i have them all in these categories:

    slashing longsword:
    base attack 20, base defense 20

    - all sorts of long slashing weapons come here, like celtic swords, hellenic swords. Attack value is average, due to slower attack speed slashing weapons had, yet it has highest defense of all swords due to its better length.

    slashing shortsword
    base attack 20, base defense 10
    - in this category are swords like Kopis and Falcata. Similar attack value as with longswords was given due to same type of attack, but much lower defense due to its length

    thrusting shortsword
    base attack 26, base defense 10
    - all sorts of thrusting swords are here, gladius, xyphos and all possible generic swords. attack is the highest of all due to thrusting attack being the fastest, but again it gets limited defense due to its length.

    light spear
    base attack - 14, base defense 20
    - all barbarian spears are in this category, they represent universal spears that were suitable for thrusting but also for throwing. they have low attack value due to its length that made it less capable in close combat, but got good defense for the same reasons. Aditional defense bonus will be added with shield wall or spear wall

    heavy spear
    base attack - 16, base defense 24
    - Hoplite and Roman spears are here, they are a bit longer and heavier than Celtic spears, well suited for thrusting, therefore it got slightly better stats. Hoplites will get additional +10 to attack when formed in Hoplite Phalanx, while other heavy Infantry would get additional bonus to defense for shield walls or spear walls. (braced posture)

    lance
    base attack 20, base defense 14
    - Lance got higher attack due to being used in both hands, yet even because of its lenght it was quite problematic in close combat therefore it has reduced defense.

    pike
    base attack 20, defense 10(20)
    - Pike is a bit complicated, as it also has to correlate with short swords (kopis),therefore it has identical stats as kopis, but with activated Pike Phalanx, unit will receive additional +10 defense to benefit from length of pike.

    axe
    base attack 30, base defense 2
    - both celtic and eastern axes are here, they have highest attack, yet the worst defense of all weapons due to short length and very bad capabilities of axes to block or parry any attacks

    club
    base attack 26, base defense 2
    - similar reasons as with axes, but also made a bit less likely to score hit


    If you have suggestion about these stats, feel free to post some info backing your opinion and i will consider/adjust it.


    Next category is Unit Quality. So far i have divided all units into several groups, and each will guarantee certain bonuses to base stats:

    Peasants/Mobs -4 attack,-4 defense (all sorts of mob/scum/cannon fodder units)
    Peasants/Levy 4 attack, 4 defense (low quality levy units)
    Levy/Militias 8 attack, 8 defense (Militia units)
    Average 12 attack, 12 defense (Regular units and Citizen Militia units)
    Superior 16 attack, 16 defense ( Veteran (citizen) units or specialist Mercenaries
    Elite 20 attack, 20 defense (Elite units, best soldiers faction can have)
    Exceptional 24 attack, 24 defense (unique units that are not necessarily elite, like Gladiators, Berserkers etc..)


    Third Category covers unit specialization. Here i tried to give bonuses based on unit type, to make a difference between specialist melee and ranged units.

    Melee Infantry: no penalties
    long range infantry: -8 attack, -4 defense - double proficiency penalty for long range weapon
    short range infantry: -4 attack -2 defense - proficiency penalty for javelins
    melee cavalry: -2 attack - penalty for being on horseback which was not stable without stirrups
    long range cavalry: -10 attack, -6 defense - double proficiency penalty for long range weapon
    short range cavalry: -6 attack -4 defense - proficiency penalty for javelins
    Crew: -8 attack -4 defense

    There are other tables still missing. I need to create Nationality proficiency table, which would handle faction weapon proficiency bonuses. Here I'm open for suggestions (as with all other tables), please post any ideas which factions should get which bonuses to stats. My intention is to have relatively small bonuses for units, so they wont jump over between unit quality ranks. (let say keeping bonuses/penalties at +-1 to +-6
    Last edited by JaM; December 12, 2014 at 08:15 AM. Reason: changelog update for new version
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


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