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Thread: R2TR4 Changelog

  1. #41

    Default Re: R2TR4 Changelog

    Version 4.00118:


    - Added wider deployment zones
    - Fixed Veteran Army experience recruitment bonus
    - Adjusted Germanic Youths to use spear instead of sword
    - Adjusted AOR for Sicily, removed Numidian Auxiliaries and replaced them with Helenic.
    - Improved visuals for Imperial Legionaries in Augustus campaign.
    - Tweaks to Slave GDP bonuses, happiness and population increases. Slave trade now linked also with town traders, as slave trade was common on every level.
    - Reduced hitpoints for chariots. Previously it counted all horses, but realistically, if you kill single horse, whole chariot becomes immobile. (It was main reason why chariots were stopped being used)
    - Adjusted missile deflection values for Chariots and Elephants, armor values were also increased to conpensate reduced hitpoints for Chariots.
    - Tweaks to ramming damage, should be overall higher, but full damage will only apply with proper long ramming run.
    - Korinth in Wrath of Sparta gets factional armor bonus to all Hoplites units (10%) as Korinth was famous for its armor improvements. This way, each playable faction has its own unique bonus - Boiotea has melee attack bonus, Sparta has extra experience and highly skilled Hoplites, Athens has its fleet (XP bonus + 4 fleets at the start)
    - Reduced armor values for top tier units in Wrath of Sparta. Their armor value is now more consistent with scale used in Grand Campaign, and makes Linothorax equipped units more competitive.
    - Tweaks to Imperium level penalties. Level 1 is now base starting level without any penalties. Penalties start to ramp up from level 2 onwards.
    - Adjusted trade bonuses, reduced accumulator values as it provided way too big bonuses in late game.
    - Tweaks to taxation levels.

  2. #42

    Default Re: R2TR4 Changelog

    Version 4.00119:

    - Streamlined unit stats, stats now represent soldier skill based on tier they are from.
    - Melee weapons reworked to better simulate differences between them in tactical use, and better work with new simplified stats
    - Dismounted values adjusted for new streamlined stats, which will allow more accurate representation of mounted and dismounted troops. their skill stays the same but charge values will change when dismounted.

    - Tweaks to units mobility and charge mechanics. Skirmisher cavalry will move faster by default (walk) but will not be able to run as fast as charger cavalry, which can achieve highest speed during charges. For infantry, speed represents ability to move in formation, therefore more disciplined units move faster. Of course, unit formation still plays role, so close order disciplined unis is not as fast as open order disciplined units (Hoplite vs Legionary)

    - Adjusted impact reflection bonuses, added impact reflection against horses to all heavy units.
    - Removed formed attacks from Hoplites, changed their formation into 6 ranks. This change is mostly due to formed attack making Hoplites way too easy to flank due to them turning around to meet enemy attack.

    - Picked Hoplites/Heroes of Sparta units no longer recruitable in Wrath of Sparta, they are now strictly general units. Instead, Tier 4 and 5 Barracks provide XP bonus, but both tiers are now restricted to Capital city.

    - Adjusted Fire Javelins (torch replacement) trajectory and rate of fire


    - Adjusted starting number of armies available for playable factions in Wrath of Sparta. Should allow AI to be a bit more aggressive

    - Reworked Cursus Honorum for Romans. Instead of upkeep reduction, each rank will now provide single bonus based on its real historical function in Roman system. Tribune will boost morale, Quaestor will reduce Upkeep, Praetor will decrease corruption, Governor will boost taxation etc..

    - Adjusted character starting skill to incorporate attribute points that match the skill in some way, so characters are a bit more varied than before

    - Reworked building times for buildings, now all take 4 turns to build, except for provincial capital city building which goes in increases of 4 (4/8/12/16). At the same time, conversion from other culture is now x2 of build time. Conversion cost is halved, therefore converting building is cheaper, but takes longer.

    - Settlement slot requirement increased to 5 to slightly slow down province development speed

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