RTR VII Patch 3
Introduction
RTR VII Patch 3 is out now!
First of all, I'd like to wish you all a Merry Christmas on behalf of the RTR Team. Since March, we have dedicated lots of energy to the mod in order to bring you this new, grand patch. It offers one of the greatest additions to the game up to this moment: the last fully playable faction! Start a new campaign as the Cimbri Germans to see and experience them yourself!
The Cimbri are not the only thing that has been done, there are many more great updates. All missing descriptions have been filled in, new units and government trees have been added. Our historian Anunnak has reviewed and rebalanced the map completely, essentially remaking the VII map setup! A new health & water supply system has been added, the reforms and the script have been fixed. And this is just a small selection of what has been done...
General Information
The Cimbri are a German tribe, positioned in the northern part of our map. Their tribes came from Jutland, now situated in Denmark. From there, they migrated to Central and Western Europe. Their hordes clashed with the Boii and invaded Noricum. At the start of the campaign, they are residing in some German regions, ready to attack and conquer the rest of Europe. Will you manage to create a Germanic Empire which withstands the Roman legions?
With this patch, a completely revised Health and Water Supply system has been introduced. Cities in the ancient world often contained large areas were the poor lived amidst their filth and illnesses. When the magistrates wouldn't construct aqueducts and sewers, they would be faced with a dangerous and sickening environment, crippling the growth potential of the city. In order to accurately represent this in the mod, Kepper came up with a new building tree. The city 'core buildings' now have a negative health bonus, which will increase when the settlement grows. In order to counter this population-draining effect, you are able to construct water supply systems such as wells and cisterns, besides the well-known baths and aqueducts. While only being a small part of the game, this adds a lot to the immersion and forces you to think better about your city management.
Finally, all of our unit and building descriptions have been filled in. I would like to thank our historian Anunnak for his input and activity in this last year, which really helped us to finish this important part of the mod! We hope that you will enjoy reading the background behind our factions, buildings and units while playing the game.
Besides writing the unit descriptions, Anunnak has completed another project with the help of Caligula Caesar: a complete revising of all ship types! Every faction now has access to historically accurate ship types, as well as some AoR ships that have been added to specific regions. Naval combat has become much more varied and exciting, with gigantic war galleys riding the seas and trading ships hugging the coastline and their escorts for protection. Conquer one of the historical port cities and construct your unique fleet of war!
Another nice detail are the new units which have been added by Caligula Caesar and balanced by Mcantu. Together, they have managed to bring even more variety in our roster by adding units which were kindly supplied by the RS2 and PI teams. It is really a great thing to see the since long planned Keltoi Chariots in game. Besides being some very nice eye-candy, they also offer a great new weapon for their owners!
Caligula Caesar did not only add the Cimbri and some new units, he also managed to get the Reforms working! The Marian Reforms have now got a more liberal set of conditions, which trigger them depending on the number rather than the exact location of conquered provinces. The Punic Reforms have become a bit more ambitious, the Greek ones are now working completely. Last but not least, the Getai reforms have been added again. Check out the Reforms Feature Highlight for more information about the new conditions!
At last, I would like to say something about our new map . Not only have most regions been renamed to accurately portray the situation in 280 BC, they are now also spread out over the map much more evenly. This makes it more fun to play as one of the 'border factions' and helps to strengthen the realism aspect of our mod. The greatest change will be visible in Asia Minor . Where this was first a dull and death corner of the map, it has now been made into a challenging and energetic environment where three powers struggle for domination! Besides the playable Kingdom of Pergamon, the Seleucid and Ptolemaic positions on the peninsula have been represented by strong mini-factions. This really adds a lot of flavour to our Attalid campaign, which is something you will definitely have to try out yourself after installing the patch!
The complete change list for RTR VII patch 3 can be found here:
Spoiler Alert, click show to read:
• The new Health & Water Supply building system has been added.
• A few clone CTD fixes have been applied to new FM’s.
• Correct descriptions to all new and existing buildings have been added.
• The recruitment time of scorpions and ballista’s has been increased to 2 turns to prevent the AI from spamming them.
• The Reforms have been fixed and added to the game.
• The script has been edited, the opening script is now more stable.
• Descriptions for the Cilician Pirates and many other new and existing units have been added.
• Some fixes have been applied to some of the garrisons.
• An alignment bug in the UI battlemap buttons has been fixed.
• An amber resource has been moved out of the sea.
• Some errors where descriptions were not showing up has been fixed.
• A new, correct sica made by Salvor Hardin has been added to the Getai Reform Infantry.
• Some special buildings have been added or corrected in the Balkan region.
• A new and improved fix for less forest around settlements by Muizer has been added.
• Almost every government tree has been revised, new graphics have been added as well as new descriptions where these were needed.
• Some small changes have been made to the Aiakid and Antigonid family trees to make them more in line with the historical reality.
• The ekdromoi units have been given a new animation, which enables them to move faster than the heavy hoplites.
• The advisor portraits have been changed to more ‘ancient’ feeling ones.
• The complete map has been reviewed and rebalanced, regions were added and removed and some factions’ starting positions have been altered.
• The unit sizes have changed, now the Romans will have correctly sized legions when playing at ‘Huge’.
• The Veneti Equites and the Getai officer have been improved.
• Some roads have been added or fixed.
• The Cimbri have been added as our final playable faction!
• Asia Minor has been rebalanced completely with new Seleucid and Ptolemaic mini-factions (part of the Autonomos Poleis and the Autonomos Dynasties).
• The sprite and model distances have been unified.
• A wall fix by DVK901 has been added to the game.
• Siculy, Elimi, Rhaeti, Lucani, Mesapii, Praetuti, Carii, Liburnii and Umbrii units have been added thanks to the generosity of the PI team.
• Keltoi Chariots have been added, thanks to our friends from RS2.
• Our old, high quality stratmap banners have been re-added to the mod.
• Double buildings have been removed from various settlements.
• The Epirote government construction bug in Carthage and Kirta has been solved.
• Some extra ancillaries for the minifactions have been added.
• Bugs and Issues in existing ancillaries and traits have been fixed.
• A battle-loading CTD caused by sprites has been solved.
• Irregularities in the (AI) money script have been taken out.
• The 'load battle replay' button has been reinserted.
• Thanks to Paedric, the RTR VII Launcher should now be Steam-compatible!
• All ship types have been revised and many new ones have been added to give an accurate representation of ancient naval combat. Our thanks go to cocobongoclub-dj and his site navistory.com for supplying the majority of the pictures used for the unit cards!
• And much more!
Teaser
VIDEO