Information
We know everyone has been asking about a few things in this patch, so I wanted to make an announcement about it so that everyone would know we have updated the mod. There are quite a few things in this patch that should be exciting for all our players. Some of the highlights include:
- A lot of battle balancing and fixes, thanks to KAM's tireless efforts over the weekend. We appreciate all the feedback we received over the last week or so and have worked to incorporate that in this update.
- An entirely new Seleucid rebellion system by Litharion. Now the satrapies will rebel!
- The Empire Divided campaign now has our buildings and our unit stats. Also, our Aux/AOR/Merc units are now in the campaign.
- Many, many other fixes - see below!
Also, if you are interested in submitting questions for our first ever Video Q&A, please check it out! - http://www.twcenter.net/forums/showthread.php?761837
Patch Notes
Battles Fixes/Changes from KAM
- Fixed pike formation deactivating inside some city locations. It still should not be useable on walls.
- Rebalanced hoplite, shieldwall and pike formation bonuses, they should be much more balanced now.
- All units except hoplites and pikes have +5HP (Hoplites and pikes have increased frontal defence)
- Ranged combat rebalanced
- Melee kill ratio toned down
- Large morale rebalance, morale is more important in nearby area, less important for overall army (for example rout of the enemy left wing will impact the center but not the right wing, which would not be even aware of it)
- Formation Attack reworked, we have found a way to mod bonuses of it, now units using them will perform better and not be defeated by units with same stats but not using it or by hoplites and pikes, which before always defeated them. You should never turn if off as of this patch.
- Fatigue tweaks, it takes more to get into higher exhaustion states (to support longer battles)
- Supply trains now increase morale of nearby units
- Imitation legionaires now have Formation Attack and Defensive Testudo
- All melee infantry have ammo reduced to 1 and reload speed reduced to 1 second
- Reworked firing arcs of ranged units, there should be much less friendly fire, especially on the AI side
- Garrison archers morale reduced by 5
New Empire Divided Campaign Changes
- First overhaul of unit stats for 3c units to be more in line with DeI stats.
- Added DeI's custom building system to Empire Divided (new campaign only)
- Added AOR, Auxiliary, Mercenary, Naval and Garrison units to the new campaign (new campaign only). For now the unit cards don't match with the new campaign.
- Fixed AI in the new 3c campaign missing recruitment priority entries.
- Fixed background skills not triggering for starting characters in 3c campaign.
- Fixed 3c units having too low campaign movement points
New Seleucid Revolt System (thanks to Litharion!)
- The Seleucid satrapies will now revolt after a semi-random amount of time.
- For the Seleucid player, this is dependent on diplomatic relations and on satrapy army size. For the AI Seleucids, this is only dependent on army size.
- This will happen in save games, so be warned!
Other Changes/Fixes
- Lowered empire maintenance and upkeep penalties a bit from imperium level to better balance expansion with banditry.
- Fixed bug where larger populations lowered income rather than raising it.
- Fixed fleets replenishing from capitals instead of local ports sometimes.
- Added political loyalty effects to the faction leader good/neutral/bad faction effect system.
- Fixed political instability from loss of faction leader disappearing too early. It will last 6 turns and can be stopped by moving your new leader to your capital or assigning him to an office, as long as he doesn't have a negative trait.
- Fixed province pop disappearing in the province details panel when activating/deactivating taxes
- Fixed double Recruitment tool tip after quickly cancelling 2 queued units
- Fixed missing Recruitment tool tip when merging units while the recruitment panel is open
- Fixed champion unit card extending too far down.
- Fixed starting Roman general unit card having SPQR in red over top of the image.
- Fixed GC starting season bug - should start in Winter now.
- Fixed Spartan roster in Mac wars missing spartan hoplites.
- Fixed Roman copper towns tier 3 trade/fort variants having incorrect garrison settings.
- Fixed some Spartan spear units not benefiting from +spear effects.
- Fixed Taksashila missing naval roster in custom battle.
- Fixed 2 Galatian units having wrong unit cards.
- Fixed Roman tech tree icons being reversed.
- Fixed incorrect sanitation/banditry effects on Vulcan temple and wine forum building.
- Lowered Triarii and hoplite recruitment priorities for Roman armies.
- Fixed reforms missing for German factions in CiG (new campaign only)
- Fixed mine/quarry buildings missing squalor effects.
- Updated/swapped unit cards for Late Hastati and Hastati Samnitici.
- Fixed emergent faction in Iconium having same emblem as Pergamon.
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