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Thread: 2.1 Fix Pack - Updated August 13

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  1. #1

    Icon3 2.1 Fix Pack - Updated August 13

    This fix pack contains our rolling fixes to various bugs in 2.0 as we work on them. It will be added to the mod in a full update soon. However, we wanted players to get a chance to access the fixes and test them if desired.

    Fix Pack 2.1

    Load before the main mod.

    Fixes
    - Updated latent vanilla unit stats to be more in line with our overhauled units. This was a large cause of some of the battle balance issues.
    - Updated unit spacing to fix some issues.
    - Changed heavy shot: Less accurate, higher reload, lower base damage but higher AP damage than normal shot. Mainly to be used against heavy targets.
    - Lowered crossbow AP damage. Slight bump to javelin/plumbata AP damage.
    - Fixed various reload time errors for missile weapons.
    - Various texture fixes.
    - Fixed missing attribute groups for Celts and Sassanids.
    - Fixed recruitment for Roman expedition in Last Roman DLC.
    - Fixed texture variants for Last Roman DLC playable factions.
    - Fixed some of the vanilla ammo entries that were very low.
    - Fixed Langobard faction leader appearance.
    - Fixed unit size for 2 units.
    - Various unit ability fixes.
    - Decreased AI raze priority.
    - Small increase to cavalry cost/upkeep.
    Last edited by Dresden; August 13, 2015 at 07:15 PM.

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  2. #2

    Default Re: 2.1 Fix Pack

    Thanks.why did you reduce the ballistari missile damage, should it not be higher than most bows? For the Roman expedition there are some units you cannot recruit unless you settle and viceversa. Romans still have a low melee damage ( max 22) while units like the Frankish Anstitustriones have it 25, this combined with their high attack 35 makes them severely op.

  3. #3

    Default Re: 2.1 Fix Pack

    Noticed many of the mixed weapons in german units are gone. Is there any plans to give lower tier german infantry a mixture of sword and axes?

  4. #4

    Default Re: 2.1 Fix Pack

    Did vanilla mix weapons? Thought it didn't. I remember I assigned some few germans a mix of seaxes and axes but I kept the artifical segregation going. From a historical perspective it makes the most sense to nix the whole 'here be axemen' and 'here be swordsmen' but people might be unhappy if all of a sudden instead of bellatores germani and spatharii germani you only got a single sword/axe unit. There'd also be the stat issue of which weapon would take priority in the unit's stats.

    Simply put, I dunno if we'd want to do mix of swords/axes/seaxes because of gameplay. I'm partial to the idea in theory but I think it'd annoy a good number of people and 'weaken' the Germans

  5. #5

    Default Re: 2.1 Fix Pack

    Quote Originally Posted by Ahiga View Post
    Did vanilla mix weapons? Thought it didn't. I remember I assigned some few germans a mix of seaxes and axes but I kept the artifical segregation going. From a historical perspective it makes the most sense to nix the whole 'here be axemen' and 'here be swordsmen' but people might be unhappy if all of a sudden instead of bellatores germani and spatharii germani you only got a single sword/axe unit. There'd also be the stat issue of which weapon would take priority in the unit's stats.

    Simply put, I dunno if we'd want to do mix of swords/axes/seaxes because of gameplay. I'm partial to the idea in theory but I think it'd annoy a good number of people and 'weaken' the Germans

    That's a shame, I really enjoyed the cinematic effect of the ragged germanic warbands. The occasional axe in the sword unit really adds to the grittiness of the mod especially since axes were easier to obtain for the Germans. but no worries I'll just edit the unit variants a little for my local copy.

  6. #6

    Default Re: 2.1 Fix Pack

    Sounds good to me Baozi, tell me if you run into any trouble or need clarification on whatever and I'll try and help you. And feel free to release that edit as a mini mod here if you'd like to share it.

  7. #7
    GourmetGorilla's Avatar Semisalis
    Join Date
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    California
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    Default Re: 2.1 Fix Pack

    That would be awesome if you would share those edits as a mini-submod, if you'd be open to that!

  8. #8

    Default Re: 2.1 Fix Pack - Updated August 13

    Update
    - Added Limitanei Lanciarii to tier 2 skirmisher barracks
    - Added vanilla unit stat changes to fix battle balance issues.
    - Redid unit costs/upkeep to match new stats.
    - Changed heavy shot: Less accurate, higher reload, lower base damage but higher AP damage than normal shot. Mainly to be used against heavy targets.
    - Decreased AI raze priority.
    - Small increase to cavalry cost/upkeep.

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  9. #9
    Elianus's Avatar Ordinarius
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    760

    Default Re: 2.1 Fix Pack - Updated August 13

    Still no shield wall or testudo for the protectores domestici. Intended?
    ''Πας μη Έλλην, βάρβαρος.''

  10. #10

    Default Re: 2.1 Fix Pack - Updated August 13

    When playing The Last Roman Campaign, I don't see benefits for researching technologies. Just unlocking buildings. Is this planned?

  11. #11

    Default Re: 2.1 Fix Pack - Updated August 13

    Quote Originally Posted by IamOdysseus View Post
    When playing The Last Roman Campaign, I don't see benefits for researching technologies. Just unlocking buildings. Is this planned?
    We haven't changed anything with technology effects as far as I am aware.

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  12. #12

    Default Re: 2.1 Fix Pack - Updated August 13

    I'm can definitely upload my tweaked variations. Is there a way I can load the textures from the mod into the variant editor? In the editor all FOE textures are not visible.

  13. #13

    Default Re: 2.1 Fix Pack - Updated August 13

    This pack, including more updates, has now been released into the full version of the mod.

    Closing thread.

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