Page 1 of 3 123 LastLast
Results 1 to 20 of 42

Thread: R2TR4 Changelog

  1. #1

    Default R2TR4 Changelog








    Units and Battle changes:

    - Unit experience completely removed, has no longer any effect on unit stats. Instead, player and AI will have to rely on General or army/navy bonuses, and potential building upgrades. Training tier building specifically are now meant to represent standard training units should get, therefore will provide decent stat bonuses.
    - Unit stats completely reworked to cope properly with new system. Stats vary now based on unit experience, quality, equipment and status.
    - New Late Roman units introduced and available through all (related) campaigns. Legionarii Expediti, Legionarii Antesignani, Light Carthaginian Marines, Carthaginian Marines, Light Roman Marines, Heavy Roman Marines, Marines (late), Light Eastern Marines and Light Hellenic Marines.
    - Multiple units reworked with new look and new icons. Thureophoroi, Peltasts, Light Peltasts, Sagitarii Auxilia, Legionary Cavalry, Thorakitai.
    - Evocati changed to Factional mercenary unit for Caesar in Gaul campaign.
    - Completely reworked Pike Phalanx behavior much closer to reality than before.
    - AI Unit composition overhauled, more focus on heavy infantry than before. Greek factions will now recruit more heavy skirmishers (Thureophoroi), Macedonians and other Successors will focus on Phalangites.
    - Armor stats replaced with resistance, as it better describe how that parameter works in the game.
    - Victory place removed from fortified camp. AI will now try to fight in the open in front of the camp instead of camping in. FULL CREDITS: zowrath
    - Tweaks to melee behavior, reduced amount of step-backing, so soldiers wont spread out way too much when in melee. Instead will keep formation better.
    - Changes to how projectile accuracy works, All projectiles got base accuracy reduced but instead, got bonuses against Infantry/Cavalry/Elephants based on their accuracy against moving targets. Cavalry is now harder to hit by infantry weapons, Yet cavalry ranged weapons don't have this penalty. This doesn't impact mass volleys that will still inflict a lot of losses no matter what.
    - Projectile suppression implementation. Unit under fire will have its reloading drastically reduced, therefore will not be able to fire back. Slingshots are particularly effective in this, as stones are hard to see, therefore unit targeted by slingers is rather taking cover than firing back, which makes slingers very effective at suppressing enemy ranged units.
    - Cavalry behavior rework. Cavalry now has slightly less melee defense, therefore will be easier to kill in prolonged melee. At the same time, all infantry got anti-cavalry bonus for their weapons. If cavalry gets caught in prolonged melee against formed infantry(even swordsmen), it will pay a high price now. Instead, cavalry is supposed to charge the sides or back and cause the morale shock to rout the enemy.
    - Formed attack removed from all melee infantry, except for Hoplites, as it now represent the Hoplite phalanx formation.
    - Disciplined Infantry (mostly Roman) will now have a Reform! ability. When activated, unit will cease pursuing enemy, and instead will form back into proper formation. Ability will also restore the order in ranks.
    - Added a lot of new armors, FULL CREDITS: Kraut and Tea
    - Recruitment times increased for all units, based on type of unit and quality. Losing units or armies is now much bigger issue than before, replacing lost army takes not just money but time as well.




    Naval Changes:


    - Introduction of light and heavy crew, based on ship type. Light crew will have more javelins, but will be much more vulnerable to boarding action. Typically, all ships smaller than Four will have light crew, and ships greater than Four will use heavy crew (Four included)
    - New "Prepare for combat" ability for all naval units. Activating this ability will increase ship speed (battle speed) increase combat stats of the crew and improve morale. This ability can be only activated while being on board, once marines disembark, ability will be unavailable and deactivated. It is supposed to simulate much better effectivity of skilled marines while fighting on board of their ships. Thanks to these bonuses, Marines will have much better chance to overcome any potential "Land unit" that might try to board the military vessel. Yet if Marines are sent on shore, they will lose these bonuses and will fight as normal infantry.
    - Ship stats adjustments. Ship costs, hull strength and speed was adjusted based on latest info, heavy ships much more sturdy against ramming attacks, but slower and less maneuverable. Ship cost is now based not just on actual ship cost, but also on its supposed crew and its training level(skilled and unskilled rowers, marines).
    - Ship acceleration and deceleration reduced, so only initial ramming at full speed will deal full damage. Any follow up short range ramming will deal less damage.
    - Technology improvements will significantly increase combat capabilities of fleets, therefore will be essential to win the naval war. (increased hull strength, improved ramming, close combat training)


    Generals:

    - General Skill tree overhauled, with three distinct paths possible. Commander will focus on unit morale and defense but will increase unit costs, Strategist will focus on strategic mobility,supply line and replenishment but will reduce overall morale (soldiers don't like to march more) and Warrior will focus on actual soldier strength, while decreasing enemy morale, but compensated by less effective defenses.
    - General will get single skill-point each rank, each rank will increase his attributes (authority,subterfuge,zeal), while each attribute will guarantee certain bonuses. Every single attribute point will increase General's Personal Aura radius, while every attribute type will activate different General abilities (Inspire, Reform, Warcry, etc.)
    - Generals will gain levels slightly faster, active generals will be able to gain ranks more now. This is mostly a compensation for experience system that was removed, as now, General bonuses are vital and very important to every army.


    Army/Navy Legacy:

    - All Army/Navy skills were adjusted. More skills will be available at level 1 to chose from, so player will be able to customize his armies better.
    - Combat skill bonuses provided by Legacy will be minor to the bonuses given by Generals, as Legacy bonuses cannot be removed, while Generals are mortal men.


    Agents:

    - Agent chance of success and critical success was greatly reduced, level requirements increased. All agents will gain levels on much slower pace, due to fact they can gain experience while being deployed.
    - All agent abilities were adjusted or reworked. Certain areas are specific to certain action (burning down the building is the only action that will delay the construction now, poisoning garrison wont have such effect)
    - Damage to main city building will now also disable defensive towers. This way agents will be able to make any siege attack easier, yet as AI tends to repair, such opportunity will be short so you will have to decide if you wanna storm the city with the army or wait.
    - Agents will no longer remove all Action Points from armies, yet they will be able to remove 25% on success and 50% on critical success.
    - Deploying agent in province will either increase (own) or decrease (enemy) governing attribute (authority, subterfuge,zeal) making such province harder/easier to engage with other agents using skills governed by those attributes.
    - Any unsuccessful action against a character or army will increase chance to stop further attacks, while compromised agents will get defense penalty against enemy agents.
    - Number of agents available to AI was reduced down, only large AI empires will now have multiple agents.


    Army stances:

    - Every stance will now consume food (-2) from local province. Armies in own provinces consume your food, armies in enemy provinces consume enemy food. Raiding stance will quadruple the amount of food (-8) consumed (due to pillaging)
    - Ambush stance can be initiated anytime during turn (doesn't require AP) to give player ability to react on AI actions during AI turn.
    - Forced March stance will now reduce melee attack and melee defense, not only morale. Armies in that stance will be at disadvantage when defending the ambush, so this stance should be only used when enemy is not near. AI will use this stance less due to mentioned penalties.
    - Fortify stance now represent army encamped within province. Army will have stronger military presence (public order bonus), will be able to reinforce other armies at slightly longer distance (fortified army on the border will be able to reinforce nearby city if enemy army gets through)
    - Siege stance will restrict possible reinforcement, so sieging army will not reinforce any armies fighting battle in same region, as its occupied by the siege.
    - Raiding stance, similarly as Siege stance will restrict reinforcement, as units are spread out razing and looting nearby villages and small towns. At the same time, combat stats will be decreased, due to scattered units, therefore raiding army will be more vulnerable to counterattacks. Raiding stance will also reduce enemy replenishment, will reduce holdout time for local city by 2 turns, and will reduce the upkeep of own units (to counterbalance the siege stance), so having second stack in raiding stance while first one is sieging will be beneficial.
    - Navy Double Time stance will have dual purpose. For combat navy, it will have similar effects as forced march. it will increase movement by 50% (from base value), but decrease slightly morale and combat stats. With Army Transports bonus movement will be 200% with the same combat penalties. Double Time is supposed to be main purpose how to move transport ships around now.
    - Navy Patrol stance will have same effects as fortify stance for army. Navy will have extended line of sight and reinforcement range, as well as combat stats. As before, Patrol Stance will reduce local piracy.
    - Boarding bonuses increased, while time they are applied was decreased to 15 seconds to compensate. This will give boarders slightly better chance during initial stages when massively outnumbered by defenders.



    Building Overhaul:


    - Main town or city building now provides base income from local subsistence, trade and industry. Bigger is the city, more base income it provides. Specialized cities also provide certain specific bonus, to specific area. Yet these bonuses will not guarantee income on their own, but will enhance the output of secondary buildings. For example, Mining town will give bonus to mining, but without mine constructed, that bonus will not give you any income. Yet once you build a mine, your potential income will be greatly increased based on type of town you have (Town with gold deposits will be extremely valuable now)
    - Main City/Town buildings will now require a lot of time to be built. This is because of a combination of reasons. Whole mod is optimized towards 12TPY play in specific campaigns (WoS,HatG,IA,CiG), yet also, city/town also represents the population culture, therefore goal was to make this conversion a lot longer. (building next level of city building on top of former different culture building will change the city appearance to own culture, therefore it cant be something that will happen in few months)
    - Religion buildings will have provide same public order, and cultural conversion bonuses, but they will differ on secondary economical and military bonuses. Every temple will be relatively equal, yet player will benefit from proper specialization.
    - Damaged buildings will now lose all their bonuses until repaired, yet those which provide public order bonuses, will now increase disorder while being damaged. Repairing any temples should be a priority now. This also gives much bigger impact to agents which can damage buildings and cause additional disorder in that city. Similarly, sacking a city will also damage the buildings, and will practically strip the enemy of all income, plus will generate additional disorder in the province,therefore sacking now will be a valid strategy against enemies.
    - Weather and Seasonal effects on agriculture. Agriculture will now provide a lot bigger income if developed, yet its output will depend on season and weather. Expect high bonuses on good autumn, and penalties in winter, increased in harsh conditions.
    - Piracy effects on sea trade increased in contested and shared sea regions.


    Campaign,Politics and Diplomacy:


    - Political support effects were completely overhauled. More political power you have, more popular you are (public order), your soldiers believe more in you (increased morale) and other nations look at you a bit more positively (minor diplomatic bonus). Yet its not all just positive. More political power you have, higher is the corruption in your provinces. Also actual political support will be fully dynamic, player will get slight bonus to political power when weak, and political penalty when strong (stronger you get, higher penalty you have to overcome to get stronger). At maximum political power, penalty is completely removed (no opposition)
    - Civil war was adjusted so it wont happen too early, unless you grab too much power. Civil war trigger was moved to the last imperium level, so you will experience civil war when your empire is large.
    - Political Assassination was renamed, now it represent ability to discredit a person, so it will leave the public life. Intention was to give this AI tool proper meaning, so AI controlled political factions will not murder the political opponents, but instead will intrigue to get that particular person discredited or removed from office and replaced by somebody new. (former wounded status) All notifications were changed to properly show this with appropriate text.
    - Vassal states now provide more units for recruitment
    - Diplomacy completely overhauled, introduced concept of just war, where player can force enemy a peace by defeating his armies and releasing prisoners, which will improve overall relationship enemy has towards you.
    - Imperator Augustus campaign,Hannibal at the Gates and Wraths of Sparta are all 12 turns per year campaigns.Grand Campaign is 4 turns per year and Caesar in Gaul is 24 turns per year.
    - Factional relationships reworked, factions farther away from each other will be neutral towards each other, to prevent AI factions to go into war against factions far away.


    Public Order, Food, Taxation:


    - Public order will use similar method as political power. Provinces with low public order will get bonus, while with high PO will get a penalty. This way public order stays dynamic, and higher it gets, harder it gets to keep it at that level(people are more and more demanding to get satisfied). At the other side, lower levels might get increased easier. FEATURE FULL CREDITS: Magnar
    - Positive public order will have minor effect on local taxation, and population growth, negative public order will decrease replenishment of units, reduce recruitment slots and of course will greatly reduce tax income and provincial growth.
    - Food is now also function of public order. surplus of food improves the public order and growth, while lack of it decreases it. Food no longer handles unit replenishments, which is now fixed value. Similarly, lack of food wont cause units to starve (armies can get their food from local population forcibly) Yet, food is now not an all defining item, you can function with the lack of food, but its better to have at least some surplus.
    - Taxation effects get increased, as before higher taxation mean public order penalties and growth penalties. More you increase taxes, more disorder it will generate. Yet if taxation is high, it will decrease the public order which will decrease the taxed amount, so keeping taxes and public order in check will be necessary.
    - Defeating rebellions will now much more profound effect on public order, therefore provinces wont rebel every other turn as before.
    - Population growth is slowed down. A lot more points is now needed to get the building slot, and all requirements are static, therefore you will be able to build in whatever city you want if province has enough of population. (you can focus on capital and leave others for later or other way around).



    Last edited by JaM; January 24, 2022 at 05:33 AM. Reason: 4.0 update

  2. #2

    Default Re: R2TR 3.0 Changelog

    3.01:

    - fix for Germanic Spearmen infantry movement speeds.
    - added AoR for Heroes of Sparta in Grand Campaign
    Last edited by JaM; December 06, 2016 at 07:14 AM. Reason: v3.10 info

  3. #3

    Default Re: R2TR3 Changelog (v3.10 update)

    3.02:

    - fixed incorrect animation table for Elephant units, which prevented them to use ranged weapons.

  4. #4

    Default Re: R2TR 3.0 Changelog

    3.03

    - AI got higher priority attacking player's cities
    - Roman Light Marines, Eastern and Hellenic Light Marines set as light infantry class
    - Light Marines javelin will be thrown as normal javelin, instead of only at charge.

  5. #5

    Default Re: R2TR 3.0 Changelog

    3.04

    - reduced income from barbarian economy buildings
    - reduced amount of money AI is willing to pay for diplomacy deals

  6. #6

    Default Re: R2TR 3.0 Changelog

    3.05

    - slightly reducing chance of success for AI, making it more likely to take risks.
    - Barbarian subduer's trait for Caesar in Gaul fix, value will be reversed, making it easier to subdue Gauls, not harder.
    - Mercenary Hoplites renamed to Mercenary Thorakites
    - Javelins got slightly decreased dispersion
    - Lusitani Spearmen got same abilities as Scutari spearmen (Shield wall, Shield screen and Calvary counter-tactic)
    - missing Ballista or Onager on certain Artillery ships.
    - naval recruitment points limitation due to public order was removed

  7. #7

    Default Re: R2TR 3.0 Changelog

    3.06

    - African Veterans and Heavy Infantry got formed attack ability
    - Elephant hitpoints increased
    - Greek Hoplites in Grand Campaign got same stats as in Wrath of Sparta campaign

  8. #8

    Default Re: R2TR 3.0 Changelog

    3.07

    - General Attribute effects reworked, Authority adds morale, Subterfuge adds line of sight, Zeal reduces enemy morale
    - Triremes now have heavy marine crew
    - Sagitarii removed from custom battle to prevent CTD when entering custom battle for some people
    - Small morale tweaks
    - Army Legacy skill effects adjusted (bonuses reduced from 3/6/9% to 2/4/6%)
    - Training building bonuses reduced to 2/4/6/8%
    - Reform ability now got unbreakable bonus for duration of reforming(15 sec) to prevent attacked in the rear rout.
    - Cavalry entity size slightly increased

  9. #9

    Default Re: R2TR 3.0 Changelog

    3.08

    - Extended recruitment options for barbarian factions (Celts,Germans,Dacians,Illirians,Iberians,Thracians) and Greek Factions. (AI will have more recruitment choices early on)
    - Recruitment times reduced, now heavy infantry needs 3Turns, Cavalry 4T,Skirmishers 2T. Auxiliary units require 2-3T
    - Generals gain more experience winning battles. Army experience gains reduced.
    - Adjustments to growth requirements, now tier1 and 2 require 6 growth points, tier 3 and 4 8 points.
    - Multiple tweaks to units morale
    - Adjustments anciliary effects, multiple anciliaries reworked, some effects increased.
    - Quinquereme buildable from tier II Harbor, Liburnia from Tier II Trade port in Augustus campaign


    3.085


    - Mercenary Iberian Noble Warriors got Iberian sword instead of Falcata
    - Roman Heavy Marines, Marines (Late) and Light Marines stats reduced
    - Adjusted melee weapon stats
    - small tweaks to AI diplomacy

  10. #10

    Default Re: R2TR 3.0 Changelog


    3.09


    - updated projectile dispersion patterns, light projectiles have larger dispersion area at longer range than heavier projectiles.
    - tweaked morale setup, removed attacked in flank, attacked in front penalties, instead combat penalties are received from winning/losing combat
    - fixed price for Bloodsworn and Roundshield swordsmen
    - updated icon for Iberian Scutarii and Iberian Swordsmen, now with Iberian sword (gladius) instead of Falcata

  11. #11

    Default Re: R2TR 3.0 Changelog


    3.10


    - Reworked combat stats for Melee infantry
    - added barbarian cavalry units recruitable from towns with horse resource
    - complete morale setup overhaul, penalties for being attacked in flank and rear reduced, penalties for taking losses increased.
    - Hit chance for flank attacks increased, defense on flanks decreased
    - Siege defenders now get a huge morale bonus while fighting behind unbreached walls. Bonus gets removed once walls are breached.
    - Last stand defenders get defense bonus to fight harder
    - Politics offices reworked, now each rank increase attributes (Romans focus on authority, Greeks Subterfuge, Barbarians Zeal, with some exceptions like Spartans which also focus on Zeal)
    - Attribute bonuses adjusted, with linear progression
    - Projectile dispersion reworked, long range projectiles will be less accurate against moving units
    - small increase in damage for Pilum and soliferrum javelins
    - cohesion will restore a lot faster with unit left idle

  12. #12

    Default Re: R2TR3 Changelog (v3.10 update)

    3.11

    - adjusted building bonuses, industry dominant cities now provide more income from local industry
    - added recruitment slots to barbarian cities
    - fixed diplomatic trade requests for money, factions will now not give up their money so easily
    - adjustments to unit quality weighting, and army compositions
    - increased AI aggressivity for all campaigns
    - slightly adjusted stats and costs for early Italic Socii units
    - reduced effectivity of missile units in autoresolved battles
    - Greek Slingers and Helot Slingers now only available from military buildings
    - reduced block chance for cavalry shields
    - reduced defense stats for shields used by missile units
    - added melee version of shields to all melee units that used same shield as missile infantry
    - increased armor bonus for bronze plated shields (+10), and small defense bonus (+2)
    - increased armor bonus for solid wooden shields (+5)
    - winning combat slightly, winning combat, and winning combat significantly morale bonus increased (+5/+10/+15)

  13. #13

    Default Re: R2TR3 Changelog (v3.12 update)

    3.12

    - adjusted diplomacy friendliness levels, making friends will be harder, while making enemies easier
    - tweaks to AI deal evaluation and treachery mechanics
    - new icons for Socii Italic units (based on Hastati/Principes)
    - new icon for Roman Early Marines
    - reworked Clipeati Campani to heavy sword elite unit

  14. #14

    Default Re: R2TR3 Changelog (v3.12 update)

    3.13

    - converting battlefield setup from meters scale to yard scale
    - unit battlefield speeds were increased by 10-15%
    - range of weapons was increased by 10-15%
    - ignition treshold and hitpoints reworked for gates, they will be destroyed by fire slightly faster
    - all barbarian walls and building structures got reduced HP, therefore will be faster destroyed by siege artillery

  15. #15

    Default Re: R2TR4 Changelog (v4.0 update)

    Beta 4.00078

    - Tweaks to Carthaginian units visuals
    - Carthaginian and Roman General units now use Quadrireme or Quinquereme as transport (based on unit size)
    - Changed shield for Hellenic Cohort, they now use lighter scutum. Icon updated to better represent new shield type.
    - Adjusted stats for Hispanic Cohort, they now have better melee stats than Hellenic Cohort.
    - Hellenic and Hispanic Cohorts added in Caesar in Gaul campaign. (Legio IX Hispana now starts with Hispanic Cohorts instead of standard ones.) Hispanic Cohort recruitment enabled from Narbo Maritus (auxilliary barracks required, only works for newly started campaigns)
    - Replaced Auxiliary Citizen Hoplites with Hellenic Cohort in Caesar in Gaul Campaign.
    - Tweaks to cavalry charge values. Slightly increased charge and defense value for Lance equipped cavalry
    - Tweaks to Cavalry formation spacing
    - Cavalry rate of fire for javelins thrown during charge increased considerably.
    - Javelin skirmisher quality provides higher difference in rate of fire. Elite Skirmisher units will throw javelins not just farther but also at higher rate.
    - Slightly reduced shield defense values for Scutum shields, Increased defense for Aspis and Pelta, while removing extra armor bonuses from them.
    - adjusted shield defense penalties applied by being hit by javelins. effect is now -8 for normal and light javelins, and -12 for pilum. Pilum effects now apply 2x longer, than for normal/heavy javelins (pilum was much harder to remove from shield)
    - Increased number of Javelins carried by Elephants
    - Melee attack for all Elephants increased, charge value decreased. Tusks now deal more armor ignoring damage.
    - Carthaginian units now have slightly more armor (to match new visuals), their price and upkeep is not slightly higher.
    - Tweaks to morale system, slightly increased flanking penalties and charges into rear. Overall base morale bonus slightly reduced.
    - Reworked Unit spotting system. Minimum spotting distance is now 1500m, which is average distance at which human eye can distinguish human mass from terrain. Maximum distance now goes from 1500 to 2000 for infantry, and 1800-2200 for cavalry (riders are sitting higher therefore can see farther)
    - Spotting distance for units in scrub/high grass is set to 30 for Artillery, 40-90 for Infantry and 50-100 for cavalry.
    - Spotting distance for units in forest/trees is set to 20 for Artillery, 30-80 for infantry and 40-90 for cavalry.
    - There are now just 3 qualitative levels defined for each unit branch (infantry, cavalry). artillery has just one, making artillery worst unit at spotting hiding units.
    - Skirmishers and light cavalry will have best visibility into broken terrain (trees, scrub, long grass) and will be able to spot the ambushers at their effective missile range (80-100m). Heavy Infantry and Heavy cavalry will be much less effective (30-50m), and therefore will be much easier to ambush by light units.
    - Minimum spot distance of 1500m will allow AI better respond to player movement on battlefield, but it will have no impact on units hidden in broken terrain (scrub, high grass, trees).
    - Minor tweak to AI money management.
    - Tweaks to AI threat evaluation.
    Last edited by JaM; January 24, 2022 at 05:34 AM.

  16. #16

    Default Re: R2TR4 Changelog (v4.0 update)

    Beta 4.00079:

    - adjusted Pike Wall formation so it has 4th rank also active in fighting.
    - Increased morale penalties for boiling oil and beehive. Boiling oil and beehive damage slightly reduced.
    - Celtic Cohort will replace Auxiliary Celtic heavy infantry units with Professional Soldiery research in Grand Campaign.
    - Chariots and Elephants can use 1 rank formation (by default they use 2)
    - Adjusted size and formation for cavalry units.
    - Roman Cohorts now use 6 rank formation but with slightly improved spacing compared to previous maniples.
    - Tweaked Fleet legacy bonuses, added "anti-piracy" and "piracy" bonuses to various legacies where appropriate
    - Reduced base anti-piracy bonus from patrol stance
    - Reworked Tarentine cavalry, it now resembles more later Tarentine cavalry model, where light javelins were replaced by two heavier and longer javelins suitable for ranged and melee combat. Tarentines still carry kopis, therefore will use both in ranged combat, but will no longer fight as skirmish cavalry, but instead will charge the enemy while using javelins during the charge.
    - Roman Quinquereme now available from Tier II Military Harbour.
    Last edited by JaM; January 24, 2022 at 05:35 AM.

  17. #17

    Default Re: R2TR4 Changelog (v4.0 update)

    Beta 4.00080:

    - Adjusted political actions. Several actions are now linked with faction leader only
    - Minor rebalance on AI money allocation priorities
    - Increased cost of military buildings
    - Fixed Roman and Carthaginian fleet composition in Hannibal at the Gates campaign
    - Minor tweaks to AI diplomacy system
    -Fixed Roman uniform colors, should now be a bit more varied.
    - Adjusted visuals for Roman Equites, they will now use higher quality armor as these are supposed to be rich sons of Roman nobility
    - Minor adjustments to armor scheme. Minimal armor now set to 30, armor removed from shields to compensate. Units with helmets have +10 armor bonus. (so light units with helmet have armor 40, while similar light units but without helmet have armor 30)
    - Fixed War elephants missing ranged attack animation, they will now use javelins or bows properly
    - Fixed missing "parthian shot" from missile cavalry units
    - Adjusted number of ranks for cavalry, Heavy cavalry will use 3 ranks, light cavalry 4 ranks.
    - Javelin skirmishers now have alternative "firing" mode. they can either throw javelins as fast as possible (default mode) or "Conserve Ammo" and throw javelins slower, at slightly longer range with small bonus to accuracy.
    - Slightly reduced AP values for javelins, instead, increased base damage by same amount. removed body penetration attribute from heavy javelins (it did not behave properly)
    - Added accuracy penalty for being hit by projectiles (javelins, slingshots, arrows etc)
    - Slightly increased block chance for shields used by skirmishers.
    - Fixed minimum detection range for all units, so now its possible to hide units behind terrain. Maximum visibility now depends on unit type (height). (cavalry can see farther than infantry)
    Last edited by JaM; January 24, 2022 at 05:35 AM.

  18. #18

    Default Re: R2TR4 Changelog

    Beta 4.00081:


    - Adjustment to public order effect from taxation. should be now more significant across the levels.
    - Tweaks to diplomacy system
    - Tweaks to AI decision process.
    - Bows and Slings rate of fire improved, damage values adjusted.
    - General abilities now have single use per battle. (again)
    - "Rally and Inspire" ability renamed into "Rally", and will provide second charge for General who has it. (so he can rally troops twice)
    - "Reform (group)" changed into "Reform" ability, and will provide second charge for General who has it.
    - Inspire Group changed into Inspire, and will provide second charge.
    - Reworked campaign movement and road improvements. Romans, Greeks and Easterners now have roads with superior mobility, compared to roads built by barbarian tribes.
    - Tweaks to army and navy stance movement bonuses to better cope with new campaign movement rates.
    - Reworked military barracks bonuses. now 3rd and 4th level provide army slots, while 1st and 2nd only provide recruitment bonuses. Barracks are now unlocked and don't require research to upgrade to 4th level. Food requirement adjusted, while public order bonuses slightly increased, making barracks useful for public order control.
    - Siege engines ignition thresholds adjusted, heavier engines/siege towers will be harder to burn down. Ladders would have no chance reaching walls without taking out defending towers first.
    - Reduced amount of damage battering rams and tortoise deals to extend time they need to breach the gate/wall.
    - Tweaks to autoresolve formula, Infantry vs Cavalry bonuses/penalties now apply in any situation. Bonus against Cataphracts now larger for sword armed infantry than for spearmen. (pikemen bonus is largest). Siege defender bonuses increased, as it was too easy to take city by autoresolve.
    - Increased reinforcement radius to cope with increased movement points. Army and Navy stances bonuses to reinforcement adjusted.
    - Food requirement for "double speed" "patrol" and "blockade port" increased from 3 to 4 (same as for similar actions for armies)
    - Attacking Testudo formation anti-missile defense boosted, but at the same time gives unit melee penalty, so units in testudo are easier to attack with other units.
    - Quadrireme crew reduced to 80men (same as Trireme)
    - Number of javelins available to marines increased from 8 to 12
    - Eastern factions now use "Phoenician Marines" (same as Carthaginian Marines)
    - Adjusted combat ship abilities (Prepare for Combat), to give Marines some edge in naval combat vs transport ships. They will now also have boosted accuracy and slightly increased missile block chance.
    - Modified unit uniform color for Carthaginian General, Sacred Band and Noble Cavalry to wear Tyrian Purple tunics (tyrian purple color was signature color for Phoenicians)


  19. #19

    Default Re: R2TR4 Changelog

    Beta 4.00082:

    - Tweaked cavalry charge deceleration for less "buldozer" effect
    - Adjusted minor political event effects
    - Reworked push of spears ability, for gradual effect, unit will also keep formation longer
    - Tweaks to AI threat evaluation parameters
    - Adjustments to diplomatic event values
    - Small updates to ancillary bonuses
    - Adjustments for Pike Phalanx 4th rank being active.
    - Pilum will now decrease missile block chance for targeted unit
    - Slingshot will not increase block chance for targeted unit (slingshot was hard to spot)
    - Minor adjustments to morale system

  20. #20

    Default Re: R2TR4 Changelog

    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 colision between units. Amount of damage dealt by colisions 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.

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •