This is to ensure that reported bugs and issues do not get lost as threads grows.
Thanks you.
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:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
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