
Originally Posted by
Aeimnestus
Patchnotes 1.2:
Battle changes:
(melee)
- Reduced the effectiveness of Hoplites. In general, Hoplites now do a fair bit more damage, but are far less survivable.
- The Hoplite Phalanx has been changed considerably. It now only provides a slight bonus to frontal shield defense & shield armor, at the cost of a some offensive power (they gain more defense than they loose in attack however). The formation also provides a bonus to missile deflection from the front. However, the Hoplite Phalanx slightly tires the unit while it is active.
- All other defensive formations similar to the Hoplite Phalanx (i.e. shield wall, spear wall, testudo, fulcum etc.. ) also slightly to moderately tire the units when active.
- Phalangite (pikemen) overhaul. Their formation is now slightly more compact, they are better able to prevent other melee units from penetrating their pikes, and they do more damage. My goal has been that normal pike units are able to beat Hastati frontally, and can hold their own against heavier units. Elite pike units are pretty much unbeatable from the front. All pike units now destroy equivalently tiered Hoplite units.
- The Pike Phalanx formation has a 15% chance to deflect incoming missiles from the front, but fatigue regeneration has been reduced to 40% of what is was. The bracing value has been reduced to reduce cavalry units 'bouncing off' when charging in the rear.
- The fatigue regeneration of cycled line has been reduced to roughly 30% of what it was.
- Unit bracing decreases the more a unit tires. This makes cavalry charges more effective the more tired their target is.
- Infantry movement has been decreased across the board.
- All barbarian unit stats have been tweaked. Significant charge boost, and high attack value, but not so much staying power. Their looser formations and less armor allow for higher running and especially charge speed than the infantry units of 'civilized' nations. As a result, armies loosing vs barbarians are also more easily chased down, resulting in higher average casualties.
- Barbarian formations are now much less orderly. They still fight in formations as they did historically, but within the formations there is less regularity.
(ranged)
- Slingers and Archers have received a slight damage boost to compensate for the Phalanx changes.
- Poisoned arrows are now much more effective, but less units have them. Look for them on 1 nomadic unit, 1 african unit, and 1 gallic unit.
Campaign changes:
- Overhaul of army/navy replenishment: Your army will only replenish in friendly territory, and will only replenish units that can be recruited in the province your army is in. Even when this condition is met, normal replenishment is very low, but it increases when your army is garrisoned in a city. It further increases when your army is mustering. Your navies will follow the same principle, but will only replenish when docked in a port, and never when at sea.
In practice, these changes mean you will almost all of the time end up with mostly understrength units in your armies just like it was in history. By how much depends on how well you do in your battles, but if you fight battles far away from your military recruitment centers, your armies will eventually erode unless you hire mercenaries to compensate.