Hotfix14 20-01-2020
*Replaced -30% less foreign culture penalty in the Defensive Doctrine-edict with -7 provincial banditry.
*Further tweaks to diplomacy, more bonuses from various agreements and gifts.
*Removed -10 diplomatic aversion from Imperium II.
Hotfix13 16-01-2020
*New emblem for Judea (emergant in GC and normal in IA) along with adjusted faction and banner colours.
*Added a "Disabled" notification for Non-Agression Pacts in the diplomacy screen, since NA is disabled.
*Fixed Pikemen still having bonus defence from shields in formation.
*Added phalanx to heavy Pontic garrison spearmen.
*Fixed the non-merc Syrian Heavy archers having too low armour.
*All elephants received a slight buff to armour.
*All bolt-throwers and reapeating bolt-throwers received a 20% increase in ammo.
*Pontic bronzeshield thorax pikemen rebalanced to make it more worthwhile to upgrade from normal bronzeshields.
Patch4.1 05-01-2020
*Updated to 1.2.5b
*Slightly lowered the amount of wars CAI starts, diplomatic relations should now have more impact whether they start a war or not.
*Negative Imperium impact on diplomacy is now doubled, starting at -10 at Imperium II (this should facilitate a harder mid-game).
*Lowered mortality rate of children (20% less for infants & 40% less for kids).
*Removed melee defence bonus from the pike-formation, making pikemen more vulnerable when flanked and attacked in the rear.
*Lowered Ballista spread by 33% to make them more useful against walls (Stone-ammo only, all ballista-types).
*Decreased Ballista reload time by 10% (Both ammo-types and all ballista-types).
*Buffed Maccabean Guard (along with increased price/upkeep), moving them up a tier quality-wise.
*Added missing phalanx formation for Pontic Levy Hoplites.
*Removed experimental 3dui asset, you should once again be able to see highlight circles below units.
*The max required imperium tier for all reforms is now 4 (instead of 5 and 7), allowing the player to reach reforms without having to conquer insane amounts of territory.
*Roman Imperial reforms now occur 80 turns earlier than before (from 480 to 400).
*Friendly AI should now be slightly more inclined to offer peace (if at war), military access, defensive pact and less likely to declare war on friendly kingdoms.
*Slightly upped bonuses against infantry for various melee weapons.
*Slightly upped the bonus vs cavalry for all spears.
*Slightly upped cavalry advantage bonus versus infantry.
*Small tweak to melee hit rating.
*Added a small AP bonus to higher quality spears.
*Added a small AP bonus to higher quality pikes.
*Small stat-buff to the late version of Rorarii to diffrentiate them from the early version, including a slight recruitment and upkeep increase.
*Small increase in armour to Armenian hippeis.
*Renamed the post-battle option "Release Captives" to "Ransom Captives".
Hotfix12 21-08-2019
*Reduced extremely high cavalry hp which was an unintended side-effect of the new entity-changes.
*Increased speed difference between infantry tiers even more, since a small difference isn't noticeable in battles.
*Decreased the one-turn debuff to PO from occupation from -20 to -15.
*Increased PO gain from all rank 1 yellow chain buildings from 1 to 2.
*Added early Triarii as a bodyguard option for early Romans.
*Increased early Triarii hp by 5 to match the late variant.
Hotfix11 20-08-2019
*Slightly upped running speed for all infantry tiers, fixing an issue where the heaviest infantry wouldn't get tired when running since the game engine counted it as walking due to the slow speed.
*Tweaked charge-speeds for infantry which means that super heavy, very heavy and heavy infantry can't catch light/very light infantry and ranged units any more (if both parties have the same stamina status), since the latter runs slightly faster than the charge speed of the former.
*Tweaked hit rating for melee combat.
*Reverted back the latest occupation -PO hit to previous values, as the new ones resulted in extremely unstable long term negative PO in foreign culture regions.
*Changed Averni Heavy Axemen from medium to heavy class.
*Added missing hoplite formation for Syracusan Light Hoplites.
*Lowered all Levy pike recruitment times from 3 to 2.
*Dart slinger recruitment time increased from 1 to 2.
*Moved AoR Dart Slingers from Sicily to Macedonia (needs tier 2 settlement).
Hotfix11 19-08-2019
*Super heavy cav, heavy cav and medium cav mass decreased by 12,5%, should be more in line with infantry values now.
*Fixed my previous typo where I had added -25% base resistance against foreign cultures, the value is now at -10% instead and -PO should be more manageable for regions/provinces that have a high amounts of foreign cultures.
*Minor buff to bonus against cavalry for all normal spears.
*Gave spike-weapons a small bonus to all types of enemies to keep it more in line with other types of weapons.
Patch4 19-08-2019
*Recruitment overhaul: Units (and navies) now take several turns to recruit (and build) based on quality, population class and type of unit (and ship). Template is: 3 turns for elites/heavies, 2 for medium, 1 for light/levy/militia. Siege weapons take 5 turns to construct. Elephants take 4 turns to train, dogs 3 turns. Pikemen take 3 turns, no matter quality. The best ships (Qunqiremes) take 4 turns to build, after that the lighter the ship the faster it will be constructed.
*Unit entity overhaul: Units are now divided into new tiers, based on how heavy they are and their roles. New speed and mass standard introduced through the various tiers.
*Added a modified version of Dresden's settlers pack. Only contains middle and lower-class settlers. Middle class size is 600, lower class size is 800. DV:fied stats.
*15% increase to merc recruitment cost.
*Increased the hp of all ships (except transports) by 25%. Boarding should now be slightly more on par with ramming.
*Increased dog/hound unit sizes from 150 to 225, increased recruitment/upkeep by 25%.
*Added recruitable Levy pikes in all hellenic core settlements to Macedon, Seleucid, Epirus and Pontus.
*Added recruitable Libyan pikes and Liby-Phoenician pikes in all Carthaginian barrack-versions.
*Added a new emblem and faction colour to Arche Bosphorus.
*Fixed some new cav units added in DeI 1.2.5 having too low health.
*Fixed new 1.2.5 hoplites missing hoplite formation.
Hotfix10 18-08-2019
*Reduced mob/pleb size from 600 to 500, less impact on performance in sieges now.
*Noble Philantrophy changed: removed +10 squalor, added +5% corruption and a flat 1000 gold cost per turn to keep the edict active (after all it costs to encourage nobles to invest into military/navy/construction)
*Replaced all +1 veterany to recruits from Kingdom and Republic-governments with -5% less recruitment cost for units.
*Units will now gain veterancy 15% faster than before (still 10% slower than pre 1.2.4-versions).
*A unit that kills the enemy commander now gets double the bonus exp, and triple if it kills the enemy faction leader in combat. Also some other smaller exp bonuses to various combat objectives.
*Removed edict cap increase from empire-government, since it's redundant in DV.
*Updated resource table with missing entries.
Hotfix9 18-08-2019
*Patrol Region has been renamed to Stabilize Region/Replenishment Conscription. The stance now has a dual role. Higher replenish rate for troops, but also higher upkeep representing the costs of new recruits and a supply line across the region to stabilize it.
*Besieging a city now increases the upkeep of the besieging army by 25% (up from 5%), representing the supply lines and other costs of the besieging force. This balances out the fact that the attacker no longer takes attrition from besieging.
*Increased -PO from occupation slightly, both for same culture settlements and for foreign culture settlements.
*Both the player and AI now have 25% less resistance to foreign cultures PO-wise, meaning that keeping your culture as high as possible is even more important now. AI already handles this pretty well.
*Corrected Epirus faction-colour
*Corrected wrong banner colours for several factions
*Cleaned out several forgotten AFP-tables that were left in the mod
Hotfix8 17-08-2019
*Updated immigration and modifier scripts
*Added new units to manpower scripts with DV sizes
Patch1.26 16-08-2019
*Added Carmen Silva's Ancient Women-mod.
*Doubled building-cost
*Doubled ship-cost
*Fixed generic hellenic and pontic royal pikemen just like the ptolemaic ones, should now be a tier above bronzeshields in performance and cost.
*Lowered city/fort-tower damage, but increased range sightly.
*Increased spread/reload time of all ballistas (normal, garrison and naval). Flaming ammo has higher spread than normal, better against enemy units (larger AoE). Normal ammo great against walls/towers/ships, does more damage.
*Fixed missing stamina from several units.
*Mauryan Imperial Guard got an increase to armour and a minor shield effect (shield on back).
*Mauryan Elite Spearmen buffed (armour and a slight attack), increased recruitment cost and upkeep - moving them up a tier quality wise.
*Fixed wrong population values for baggage trains and elephants.
*Replaced all attacker attrition techs with defender attrition tech.
*25% slower veterancy gain for troops and navies and a small increase in bonuses gained from veterancy. Now veterans are even better than before, but it takes longer to get them.
*Added two extra sources of sanitation from characters, one from general civic skills and one from philosoper/druid-agent green skills (replaced reduce banditry in both cases)
*Mounted bows now have the same base range as standard bows.
*Re-added walls to deployables.
*Increased banditry substantially in all core settlement buildings.
*Lowered child mortality rate substantially.
*Increased negative public order slightly when occupying settlements with a dominant foreign culture.
*Fixed too low hp values for a few units (example: Early and late gallic bodyguards).
*Added concentrated fire to all types of siege weapons.
*Lowered dignitary cap slightly per imperium level.
*Halved custom battle unit/navy prices, players should now be able to wield larger armies/fleets in custom battles.
*Slightly buffed pilum damage.
*Small buff to the armour of Marian Velites.
*Starting gold in campaigns is now the same as in base DeI (higher value than previous versions of DV), to balance out the changes to recruitment and building-costs.
*Adapted new units in 1.2.5 to DV standards.
*Adapted Kimbroz to DV standards.
*Removed AFP feature until updated to 1.2.5 by Dresden.
Patch1.25 06-07-2019
*Removed coastal battle stat debuff from marines, no more wet noodles when going ashore!(Worried that "OP" marines will easily invade your coastal towns? Check the garrison update below)
*All standard land-based garrison units now got an increase in troop-sizes, various increases based on unit type (mob 400>600, 200 squads>300, 300 squads>400, ranged 175>225, cavalry 120>200.
*Removed sea sickness debuff for transported troops, you can still often one-shot them with ramming naval ships (invest into ramming tech) but they shouldn't be a total free kill now.
*Moved the "change capital" button a lot further right in the ui to stop it from overlapping "kill captives".
*Generals now receive 2 exp per turn from governing towns/cities (up from 1) and 1 exp per turn from experience gathered in patrol stance.
*Removed most squalor and banditry from various buildings (like farms, fishing ports, resource chains and certain yellow buildings), added a substantial squalor/banditry increase which each upgrade of your main city/town building.
*Patrol stance stat debuff to troops (when caught in ambush) has been increased from -15 defence/-10 morale to -20 defence/-30 morale.
*Nerf to the ammo reserves of both Sparabara-types and Sabean nobles (they were forgotten in the previous ammo nerf patch).
*All nomad horses (core roster, AoR and Merc - but not Roman auxiliary) got a troop-size increase from 120 to 150 (including manpower changes).
*Lowered -po from Tax edict from -5 to -4.
*Buffed Egyptian Royal Pikemen along with price/upkeep increase, better and more expensive than bronze shields now.
*Moderate nerf to season multiplier for the supply effects (meaning you get less bonus supplies from seasons now).
*Added bonus mass to cavalry in flying wedge to improve charges made with the formation active.
*Recruitment cost multiplied by 2x for all regular/aor/aux land-units, it should now be more prudent to replenish your old units than casually disbanding them and recruiting new ones (unless you're filthy rich).
*Recruitment cost multiplied by 2.75x for mercs, but upkeep decreased by 0.75x. This means that mercenaries initially require a larger one-time investment, but it will be more economically feasible to keep them in the long run.
*Increased resource value even more, trading focus is now a serious alternative to local commerce if you have enough trade-partners, and upgrade your buildings to have more resources.
*Improved ship-towers with further range, faster reload and three shots per volley. Ships carrying one or two of these are a real threat with burn-damage at medium range (also great at dealing with stuck/bugged enemy vessels).
*Tweaked the type and amount of deployable traps available in various situations.
*Substantially buffed Slum malus, you really want to demolish them quickly now (on the other hand you can recruit cheap groups of 600 townsfolk per unit from them, if you have enough manpower)
*Armies now receive slightly more attrition damage from diseases. Don't forget to tell your troops to bathe at least once a month.
*Lowered -banditry buff for patrol stance.
*All buildings that produce cattle and grain resource have had their resource production doubled to improve the importance of this resource in trade.
*Horse resource producing buildings have had their horse production increased, and those horse farms that previously costed food now instead produce a small amount of it.
*Slightly buffed several naval stances (blocking, patrol and raiding)
*Small attack buff for Numidian Noble infantry (Thugga).
*Slight changes to tax tiers.
*Besiegers no longer take attrition.
*Fixed wrong name for Libyan garrison archers.
*Added a minor handicap to imperium 1 & 2 to help combat squalor and banditry early on in the game (with the new building changes), once you're in imperium three you're on your own.
*Removed javelin/pilum/soliferrum bonus against elephants (they still do high damage versus everything).
*Slightly buffed spear bonus against cavalry and elephants.
Patch1.24 16-05-2019
*Lowered overall ammo for units (except siege weapons)
*Lowered projectile shieldblock, firing frontally on shielded units should be more effective now
*Changed firing arc of bows
*Miscellanious fixes to unit inconsistencies
Patch1.23 10-04-2019
*Most general battle skills got a duration increase
*Rally and Group Rally got an increase to the amount of morale they boost
*Bracing increased for the pikeman-formation and the hoplite-formation
*Elephants got a hp nerf, but a mass boost - which means they now do more damage on charge (but also die faster)
*Heavy infantry, heavy cavalry and chariots got a boost to mass
*Fixed Elite Indian veteran spearmen having too low armour
Hotfix7 11-1-2018
*Fixed wrong "increased-range" value from several general/admiral skills
*Added missing flying wedge to all new melee/shock cavalry units
*Lowered Falx damage a bit
*Increased price/upkeep of Galatian Elite Trocmii warriors
*Added scare all-ability to Celto-Iberian naked warriors
*Corrected stats on Thracian Cavalry to match the new meshes
Hotfix6 1-1-2018
*Fixed Roman UI
Hotfix5 1-1-2018
*Slightly slower infantry kill-rates for swords
*Updated CiG, HatG and MW supply script caps to match the ones used in GC
*Small buff to season supply multiplier (all campaigns)
*Meroe, Axum and Blemmyes now can correctly build all buildings
*Fixed several string typos
Patch1.22 31-12-2017
*Updated to newest DeI hotfix (1.2.2f)
*Temporarily removed AFP for functionality (AFP will make a come back in a future patch)
*All scripts updated
*All army-banners now use IVYS4UR's custom banner-art. This means that you can play with 41-units per army if you want, without having to get any other mods.
*Agent Actions Icons and Color list view Icons by DeuxEx010101 are now included in the mod. Easier to find your agents and look at attributes!
*Corrected Banditry effects for buildings
*Reapplied "Tributaries" to text
*Lots of various minor fixes across the database
Patch1.21 25-12-2017
*Updated to newest DeI patch (1.2.2).
*Added new cavalry passive; "Cavalry Advantage" that grants a minor bonus vs all infantry
*Weapon deadliness changes (3 for gladius, 2 for all maces, 2 for all axes, 1 for all non-gladius swords, 1 for lances)
*Slightly further ranges for most weapons (mainly spears/lances)
*Increased bonus against elephants and cavalry for all types of spears and lances (not pikes, they already have a decent bonus when in formation)
*All melee and shock cav received +2 to melee attack
*Slight frontal shield missile block reduction (-5%)
*All infantry precursors have slightly further reach
*Hoplites now move slightly faster
*Javelins now have slightly further reach
*Upped minimum hit-chance slightly
*All bows have slightly higher spread, spread becomes lower the better bows you use
*All footarchers and slingers now have slightly less base ammo (except for marines and garrisons - javelins, horse archers and siege engines are also unaffected)
*Several other weapon/armour tweaks for (hopefully) better balance
*Added missing wedge to several AoR cav-units
*Elephant changes - lowered armour of all elephants not wearing actual armour to a lower value (representing thick skin), slightly buffed armoured elephants value
*Fixed inconsistencies in the town yellow chain maintenance-values
*Fixed lots of wrong armour-values
*Slightly upped base regional supply values and the season multiplier (except for winter)
*Changed Makedonia & Venetia et Histria from "Average Fertility" to "High Fertility" for balancing purposes
*Fixed Ubii not being able to confederate with other germanic tribes in GC
*Barbarian ambush stance moderately buffed, nomad ambush stance slightly buffed (success chance and unit morale)
*Patrol stance nerfed (more negatives to unit stats if ambushed, campaign values untouched)
*Forts now cost 100% movement to build, for all cultures (for balance reasons)
*Replaced germanic temple (Asturo) maritime commerce to local commerce
*The old levy pike unit is back! Only available for Antigonidai, Epirotes, Pontus and Seleukidai from the normal barracks. Other pike-factions already got their own native "levy"-variants.
*And a lot more...
Patch1.20 24-06-2017
*Integrated "All Factions Playable" submod, you can now play nearly every faction!
*25% increase in relation bonus from releasing enemy troops
*50% increase in relation bonus from battle support
*Removed exhaustion effect from Second Wind - should help the AI who often use it before a battle begins
*Chariot charge/ride through damage buffed
*All ballista prices & upkeeps increased
*Weapon damage slightly increased for all melee weapons
*Slightly higher chance for barbarians and nomads to launch an successful ambush in ambush-stance
*Small buff to +po from patrol stance
*Pontus has received a new emblem and a different faction-colour
Patch1.19 17-06-2017
*All city cores got two less negative PO (tier 2 -2, tier 3 -6, tier 4 -10)
*More diplomacy tweaks:
Easier to get DA, harder to get MA, executing prisoners 2x negative, releasing prisoners 1.5x positive, enslavement 1.5x negative, slightly higher negative when subjugating, slightly less negative from tresspassing
*More unit stat corrections
Patch1.18 17-06-2017
*Slightly easier to get access/DA/MA with friendly AIs (and between AIs)
*Slightly less morale from veterancy (0.1 lower multiplier)
*More unit stat corrections
*Fixed mistake in the roman emblem files
Patch1.17 14-06-2017
*Months hopefully fixed this time
*Lowered AI bonus recruitment slots from 3 to 2
*Increased chances that the AI wants military access if they like you
*Removed some pike formation restriction rules
*Some elephant prices slightly increased
*Hellenic chariot price slightly increased
Patch1.16 13-06-2017
*Months renamed, spring will now start in Mars
*Several general skills have been altered slightly for consistency (more to come)
*More unit fixes (this never seems to end, I always find more units with slightly wrong stats/meshes..!)
Patch1.15 12-06-2017
*Removed experimental 3dui assets - friendly and enemy troops should now have different colour highlights again
*Halved regional attrition in extreme winter/extreme summer
*Doubled global values from faction-leaders (both positive and negative, better make sure the people like your king/emperor/chieftan/pharaoh/tyrant/demagogue)
*Gate capture time increased (to the same value as towers)
*Dignitaries baseline authority skill bonus was switched from tax % to +po, those who struggle with public order can now invest into this skill
Patch1.14 09-06-2017
*Updated DV to work with DeI patch 1.2.1b
*DLC campaign fixes - starting money corrected, pre-tech removed, fixed some wrong banner colours, replaced one client state with tributary in MW
*Fixed lots of cavalry units that had the wrong manpower cost in the scripts
*Fixed wrong bows on several units
*Added flying wedge to more melee cavalry units lacking it
Patch1.13 07-06-2017
*Fixed issue with missing units from recruitment for several factions!
*Increased commodity values slightly
*Several dozen further unit stat fixes~
*Unit size increases (paphlagonian mercs 200 -> 300, indian spear levies 300 -> 400)
*Small consistency-tweak to normal bows and mounted bows ranges
Patch1.12 05-06-2017
*Slightly lower negative public order when capturing cities/towns from other cultures
*1 higher damage to all slings
*Several dozen unit fixes! (wrong weapons, missing shields, wrong charge values, unused formation, wrong attribute-groups etc)
*Removed a few redundant bodyguard units for various factions (example: generic hoplite), added a few new and replaced a few
Patch1.11 02-06-2017
*Switched to DeIs vanilla vassal-values
*Slightly nerfed falx damage
Patch1.1 02-06-2017
*Further tweaks to diplomacy based on feedback
*Lowered negative movement debuff in harsh winters/harsh summers
*Added missing phalanx formation to Egyptian Light Hoplites
*Getae gifted Daci their old emblem and aquired a new one instead (colour corrections included)
Patch1 31-05-2017
*Increased starting treasuries for all factions from 6000 to 11 000 (both player and AI)
*Made it slightly easier to get a confederation if the faction likes you a lot
*Rebalanced other diplomatic values a little for (hopefully) better behaviour from the CAI (both aggression and friendliness)
*New emblem added for Cyrenaica
*Fixed the mismatched colour Ptolematoi had on their banner-emblems
*Added Egyptian Royal Pikemen to Ptolematoi's bodyguard options
Hotfix4 30-05-2017
*Nerfed all rough terrain values - you will now be able to move further in those regions
*Slightly less movement point-cost to cross rivers with armies
*Fixed more wrong bow-types and missing wedges to noble/elite hybrid horse archer/lancer units
*Fixed missing Sinope confederation entry
*Slightly nerfed "Slums" food consumption/negative public order
*Lowered the cost of barbarians setting up forts (still higher than other factions), upped nomad cost of fortification to the same tier as barbarians and slightly nerfed roman cost
*Recoloured emergant Arsakian faction to a non-default colour
Hotfix3 30-05-2017
*Lowered Sparabara, Elite Sparabara, Sabean nobles ammo, they had same ammo values as dedicated ranged units
*Fixed some wrong weapons on several units
*Some minor pike-changes
*Fixed cavalry melee weapon damages that were too low
*Lowered back the movement range on the campaign map to the previous value pre-hotfix2 (the AI was unfortunately "town-hopping" in several locations with the small boost)
*Recoloured the Nervii emblem and corrected the faction colour to match the banner-colour
Hotfix2 29-05-2017
*Corrected some faction introductions by replacing satrapy text with tributary
*Removed misplaced hoplite formation from celtic spear nobles
*Added missing -po to tier 3 barbarian minor township/market town)
*Decreased chance of the AI becoming your tributary moderately
*Decreased chance of the AI joining your confederation moderately
*Decreased the diplomatic bonus with the AI from various diplomatic actions slightly
*Slightly increased movement range for armies on the campaign map
*Updated a few reform-scripts
*Fixed various units with meshes and stats not corresponding
*Fixed too high armour on Pergamese noble cav
*Nervii has gotten a new emblem and a different faction colour
*Pergamon has gotten a new emblem and a different faction colour
*Masaesyli has gotten a new emblem and a different faction colour
*Maurya has gotten a faction recolour
*Suebii has gotten a new emblem
*Lugii has gotten a new emblem
*Odrysia has gotten a new emblem
*Royal Scythia has gotten a new emblem
*Haurauvatis has gotten a new emblem
*Akragas (emerging faction) has gotten a new emblem (since it uses the same one as Syracuse)
Hotfix1 28-05-2017
*Added a small arm-shield to thracian nobles
*Changed Bastarnae from Daco-Thracian culture to celtic (New campaign only)
*Added Bastarnae to celtic confederation option with other celts
*Slightly slower culture conversions across the board
*Egyptian temples improper +culture values fixed
*Fixed missing pop% values on Egyptian temples
*Changed Breuci from celtic culture to illyrian (new campaign only)
*Added Breuci to illyrian confederation option with other illyrians
*Fixed too low melee damage on certain new hellenic ranged units.
*Fixed ammo counts on all new ranged units
*Buffed falx base-damage, removed bonus vs-damage
*Buffed spear bonus against cav and elephants slightly
*All pike prices and upkeeps increased