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Thread: Changelogs [Last Mod Update: 03.06.2016]

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    Default Changelogs [Last Mod Update: 03.06.2016]

    To reduce the mess of main thread I've moved "Changelogs" to here

    1st version (28th of May)

    v1.0
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    • Included a Fame (Imperium) table that is similar to 2nd one of "Alternative Fame tables" mod with higher Governor limit.
    • Less morale loss when your (or AI's) General/Admiral dies.
    • Lower limit for morale and melee attack/defense penalty when a settlement damaged during battles.
    • A bit more Line of sight for Generals and all type of Agents.
    • Less Attrition damage for all types (Snow, Swamp etc), except Besieged settlement one which is a big higher now.
    • Better road effects:
      • Now all roads should be costing a bit less movement points than before and higher Level roads have a bit less threshold to be reached.
    • A bit more base Replenishment for both Land and Sea.
    • Much less base Colonising cost, from 20k to 8k. (Ps. It's costing '0' for AI)
    • More chance for Family members of becoming Adult (means less infant death chance)
    • Lower age for "Becoming age" , now 18 instead 20.
    • A bit Higher chance of finding wife for Family members.
    • Some little changes for Diplomatic gift values.
    • A bit easier new Horde spawning (instead 2, it will need only 1 more population every time)
    • Liberation option for Nomads (Huns and others)
    • Raze and Liberation option for Barbarians (well if you are using a mod that removes them, it will add back)
    • Snow attrition Immunity for Nomadic factions.
    • Some of Danes, Jutes and Geats' unique faction traits has been added for all of them.
    • %2 money interest per turn for WRE (none for separatists)
    • Less upkeep decrease for all Separatist factions (most are -%15 now, while vanilla value is -%50 for all)
    • Less puppet (vassal) income for Sassanids (%120, instead %200)
    • Lower 'Experience level' thresholds for Land armies and Navies.

    Last edited by SharpEyed; October 03, 2015 at 04:55 AM.

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    Default Since 1st till Last Roman Adapting



    Since 1st update till Last Roman Adapting

    v1.05
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    • ​All occupation options will give a bit more base money now
    • Less soldier percentage loss for Colonising (from %50 to %30)
    • More "Dry" battle chance, less for the rest (Snowy, Foggy, Rainy)


    v1.1
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    • Corruption cap (max corruption) and "middle" corruption has been lowered a bit
    • Some changes on "Difficulty effects" (Easy, Normal, Hard etc)
    • Some of the AI bonusses has been lowered a bit


    v1.2
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    • Included Sir Little Legionaire's "Better Water" mod
    • Army/Navy Stances:
      • Some mini changes on effects
      • Some new effects
      • Some of them will require less Action points to activate (Raiding, Fortifying etc)
    • A bit less Migration unhappiness
    • Now every difficulty should have a little different Migration public order effect (like AI's, but different values)
    • Lower religion change threshold (%35 to %27)
    • %40 chance for Open field battles, when minor AI cities doesn't have port (vanilla value is 0.)
    • More chance for AI to choose Night battles (%5 to %20)
    • A little less Public order penalty for Legendary difficulty (-8 to -6)


    v1.3
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    • Now Unit cards will be showing more related stats on them (like Range)
      Thanks to Sir Radious for giving permission to use his table for that!
    • Negative Food economy debuffs (Less Wealth from Buildings) has been lowered (from %25 to %15)
    • Some of the Army Integrity effects will be lasting for more turns with less effect per turn, but in the end Negative effects has a bit less effect now.
    • Horde recruitment points has been increased by 1 for both Player and AI (AI's will be increasing a bit for Very Hard and Legendary difficulties)
    • Some of the AI bonusses has been balanced by more sensible values.
    • Being Attacked in Rear will cause a bit less Morale penalty now. (vanilla value was a bit huge)
    • Made 2 new separate mods and included both. See them here.


    v1.4
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    • Now 3rd and 4th Climate changes will cause 1 less Fertility decrease (2 and 3 instead 3 and 4)
    • Political action base Influence costs has been decreased to more sensible values
    • General and Admiral aura radius has been increased a bit
    • Now Unit experience increase will also effect the Ranged accuracy (0 for vanilla)
    • Now every new General level will make the General unit a bit stronger (Melee attack, defense and Morale bonus), independently from Unit xp and Attributes
    • Now all Military actions will be giving slightly more Influence to Generals/Governors when they end up with success (victories, valiant defeat, settlement capture etc)
      On the other hand failures will end up losing slightly more Influence (defeats, pyrrhic victory etc)

    Last edited by SharpEyed; October 01, 2015 at 06:47 PM.

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    Default Since Last Roman Adapting till Empires of Sand Update



    Since Last Roman Adapting till Empires of Sand Update

    v1.5 - Last Roman campaign adapting
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    • Added a Fame (Imperium) table for Last Roman campaign (same with the Grand campaign one atm)
    • As some of the Plagues have a bit long duration to disappear, they have been lowered by 1 or 2 turns.
    • A bit better Road effects for Last Roman campaign.
    • 1 less Fertility decrease for 1st scripted Climate change of Last Roman campaign (now 7, instead 8)
    • Included new version of "Better Hordes" mod.


    v1.6
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    • "Political power effects" overhaul:
      Low power: Public order penalty, Growth penalty, less Tax (penalty)
      Rather Higher power: Public order bonus, Growth bonus, no effect or some Tax bonus
      So High power: Public order penalty, Growth penalty, high Tax bonus

      As a sum, for Tax it's same as before (bonusses are a bit higher thou), but for others you might need to keep your power a bit higher than middle.
    • Public order bonus from Imperium (Fame) : Higher the level, the better Public order bonus (starts from level 3)
    • Some mini changes on "Last Roman" campaign's Army/Navy stance effects.
    • Corruption decrease effect for Latin and Greek Christianity (%5 and %2)


    v1.7
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    • Buildings that belong to different Culture had very high Conversion cost and time, now they have been lowered.
    • Few of the Edict effects has been increased slightly, as they were kinda pointless to use because of the low bonusses compared to others.
    • Artillery capturing chance from battles has been increased to %20, from %10
    • 1st step of the Building effects overhaul;
      Horde main building (Barbarians/Nomadic/Roman expedition = All)
      • No more Tax penalty, but instead Tax bonus, up to %5
      • Less food consumption for higher levels as they were very high (no change for Roman expedition horde because its already less than others)
      • +1 more Growth bonus for every level


    v1.8
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    • City/Town main building changes for settled factions (All cultures, including settled Roman expedition)
      • Less food consumption for higher levels
      • +1 more Public order bonus for every level (no changes for Sassanids as they already had higher)
      • +1 or +2 more Growth bonus


    v1.9
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    • Less Accuracy for almost all types of Artillery, including navy ones!
      Thou on the other hand this means they have bigger area to hit.
    • Less dust effects for all unit types: Walking, Running, Charging and in Melee.
      And this most likely will increase your FPS in battles.
      Meanwhile missile effects still stays, because there is no option for them to be less, they either exist or not.
    • Less turns to start taking attrition by siege: Garrison army. This also effects the max turns of surrender directly.
      So the aim is preventing Endless sieges.


    v2.0
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    • General/Army actions (victories, defeats etc) will give a little bit more XP now
    • More skill points: Characters and Military traditions will get 3 skill points when they level up according to following conditions;
      • Family members that are leveling up to 5 or higher
      • Armies (aka Military tradition) that are leveling up to 5 or higher
      • Agents that are leveling up to 8 or higher


    v2.1
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    • More Prestige (Imperium) from owned/captured regions: This should take effect right away.
    • "Famous battles" also should give a little bit prestige now
    • A bit more Ambush success chance for all ground types
    • "Sea sickness" debuff has been decreased a bit (from %50 to %40) > A bit more effective Transport ships
    • Most of the religion effects has been increased


    v2.2
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    • Danes, Geats and Eastern factions have gotten new faction trait/s, also WRE's upkeep one has been doubled.
    • City/town main building conversion (cultural differences) is a bit more easier now for all Barbarian sub-cultures: Cost and Time
      But Non-Barbarian conversions and other buildings will be a bit more expensive than before (Still less than vanilla)

    Last edited by SharpEyed; October 03, 2015 at 04:57 AM.

  4. #4
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    Default Since Empires of Sand Update till v.2.9



    Since Empires of Sand Update till v2.9

    v2.3
    - Empires of Sand
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    • Having positive food factionwide will provide an Integrity bonus to all armies now.
    • Horde main building of Sand factions has been adapted to the mod.
    • Tanukhids' raiding stance will cost less action points now.
    • Included the Mod logo, which will replace the Attila logo of the main menu and loading screens.
    • Included new version of "Missing Separatist Faction Traits" mod.


    v2.4
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    • Fixed the vanilla bug of Nordic "Seasickness" faction trait. Thanks to "Son of the Morrigan" and "Augustusng" for the feedback and info they've provided.
    • Now ministerial offices will last 10 turns instead 8.
    • Morale penalty caused by being outnumbered in a defensive battle has been reworked:
      • It will be triggered in last 8 minutes instead of 10.
      • There will be 10 seconds between each morale decrement, instead of 3.

    Thanks to "hellighansen" for the feedback he provided.

    v2.5 - Charlemagne Campaign adapting
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    • Added a Fame (Imperium) table for Charlemagne campaign (a bit different than other campaigns')
    • A bit more movement range for Land armies of Charlemagne campaign.
    • A little bit corruption changes for Charlemagne campaign.
    • A bit more base replenishment for land and sea armies of Charlemagne campaign.
    • A bit more Integrity bonus for Faction leader's army, for all campaigns.
    • Some of the Army Integrity effects of Charlemagne campaign have been changed similarly to how it has been done for Grand campaign once.
    • Starting from Level 3 all Imperium levels of Charlemagne campaign will give some Public order and Growth bonus.
      The higher, the better.
    • Some ministery positions of Grand and Last Roman campaigns will require a bit less age now.


    v2.6
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    • Imperium (Fame) levels are easier to reach overall.
    • Vassal (Puppet) cities have a bit more effect on Prestige (Imperium/Fame, all the same)
    • "Double time" stance give a little bit more movement range bonus now.
    • Having positive food (Faction wise) will grant a little bit income bonus now
    • Arrow towers have a bit more range now, 180 instead of 170 (vanilla is 200)
    • Now Imperium of Grand and Last Roman campaigns also give little bonus to growth for both hordes and settled factions, the higher imperium = the better.
    • Main city/town buildings gives little bonus to tax now.
    • Now you can see the artillery ship range on its unit card.


    v2.7
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    • Some AI priority changes - Occupation choices and Actions wise.
      A bit more activeness and colonization to be expected, nothing too much.
    • More 'base' and 'per fertility' food production for all "Field" buildings. -Grand campaign
    • First level of Ports will provide 20 food -instead 0, while last level Fishing building will 100 - instead 90. -Grand campaign as well.
    • Character pool limit is increased to 5, from 3. Though this somehow doesn't seem to be working for me.
    • Recovering from Fatigue is now a bit easier when Idle and Walking.
    • Horde presence and Raiding will consume (steal) a little bit more food now.
    • A bit more "Growth per unit" when colonizing.
    • Ransoming soldiers should be giving a bit more money (%15)
    • Minimum number/fertility of/for randomly chosen AI victory regions have been changed. However you need to start a new game for this to take effect..
    • AI hordes have a bit more "Growth bonus" now. Thou I'm still looking for a way to encourage Hordes to Encamp more.
    • Running, walking, shooting etc won't be causing any dust, except Artillery shots.


    v2.8
    Click to view content: 

    • Some new faction and culture traits
    • Some AI "budget allocation" improvements
    • Morale penalty/bonus changes - to help breaking units be a bit harder.
    • Melee combat base and max hit percentage reduction, both by %5
    • AI Hordes should be encamping a bit more and build some stuff as well as recruit some units.
    • A bit more Prestige (Fame) value per Hordes (From 10 to 14)

    v2.81
    • Few more new faction traits
    • Further AI budget/funding allocation changes
    • A bit more regions needed to be considered as "Major" faction
    • More Growth bonus from Imperium (especially Non-Horde factions)
    • Some AI occupation priority tweaking
    • Some Edict changes for "Empires of Sand" -regarding Religion conversion.
    • And few more minor stuff.

    Last edited by SharpEyed; June 03, 2016 at 10:33 AM.

  5. #5
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    Default v2.9 and v3.0



    v2.9 and v3.0

    v2.9
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    • A bit less cavalry upkeep cost for Alans by their faction trait
    • First level of the Horde main buildings (Nomads and Migrators alike) will provide some income now
    • Now Romans also will get to have more Bastion Onagers as they upgrade their city.
    • Raiding stance of Hordes will provide few growth.
    • Now all Nomads will get some bonus growth from razing, instead only Huns.
    • Fatigue (level) effects and thresholds have been improved.
    • "Zadruga settlement" of Slavs and "Marib Dam" of Himyar will have better income values when damaged.
    • And few more minor stuff.


    v3.0
    Click to view content: 

    • Some further AI action priority tweaks.
    • AI income allocation changes and improvements over the previous changes.
    • Ancillary vanilla bug fix of "Experience base bonus".
    • Technology research bonus percentage from Ancillaries has been increased by %1.
    • Less trespassing diplomatic penalties for Hordes.
    • A bit less AI tax bonus per difficulty.
    • All character types (all types of agents, generals, admirals) will provide some line of sight bonus after certain attribute value/s.
    • And few more minor stuff.

    Last edited by SharpEyed; February 17, 2018 at 07:00 AM.

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