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Thread: R2TR4 Changelog

  1. #21

    Default Re: R2TR4 Changelog

    Beta 4.00084:

    - Added "fire on move" attribute to heavy cavalry and elephants. to allow them to throw javelins while chasing enemies.
    - reduced shield defense bonus for cavalry
    - Added -10 to all infantry thrown javelins when targeting cavalry (javelins thrown by cavalry are not impacted)
    - Reduced cavalry bonus hitpoints to compensate for reduced effectivity of javelins against cavalry
    - Reduced range of javelins, to compensate for much higher rate of fire they have now
    - Reworked Cavalry speed and charge mechanics. Cavalry will move (walk) at Trot speed, and run at Gallop. When delivering charge, it will either use trot or gallop (based on player choice - single click trot, double click gallop). At certain distance cavalry will throw its javelins, then as it gets closer it will slow down before it enters into contact with enemy.
    - Adjusted terrain penalties, removed scrub penalties ( scrub areas are quite small and insignificant compared to the penalties used)
    - Reworked Imperium levels. Only province capitals (walled cities) now provide imperium points. This should significantly slow down the availability and number of agents available to player and AI.
    - Adjustment to minor town trade centers. Provided food bonuses reduced, added bonus to all trading. (these buildings will synergize with trade ports/trade oriented town centers)
    - Fixed missing effects for Roman tech tree in Hannibal at the Gates

  2. #22

    Default Re: R2TR4 Changelog

    Beta 4.00085:

    - Cohesion system update - Disordered units will be less effective at blocking incoming missiles (block chance will decrease based on disorder level down to 50%)
    - Fixed Roman unit composition in Hannibal at the Gates campaign. Starting armies should have proper variants of Legionary units, which are later upgradable to late units. (originally, GC variants were used, which cannot be upgraded) Applies to newly started campaigns only.
    - Renamed "Reform" abilities to "Redress Ranks" for Roman Infantry units, and "Reform Units" for General Abilities.
    - Tweaks to javelin ranges
    - Celtic Warriors and Italic Levy Infantry armor boosted to 50
    - Added 10 Armor points to all shields. Shield armor has to be defined, otherwise certain projectile calculations get nullified due to multiplying by zero.
    - Reworked Diplomatic setup. Now there are three distinct diplomacy groups defined, one for minor factions, another one for major factions, and separate for Romans. Major factions (and Romans) have less forgiving attitude for diplomacy events, while minor factions tend to "forget" faster. Similarly, value of certain treaties is seen differently by Major or Minor factions..
    - Increased financial thresholds for Army, Navy and Buildings, to make sure AI keeps excess money in those buckets.
    - Wine trader building provides trade boost instead of culture boost
    - Fixed Army/Navy stances being grayed out after short movement

  3. #23

    Default Re: R2TR4 Changelog

    Beta 4.00087:

    - Adjusted Hannibal at the Gates script that generates defending armies to not contain Onagers (they are 4.century AD artillery, shouldn't be in 2nd century BC campaign) Instead, these armies now have War Elephants.
    - Adjusted stats for all Pikemen units
    - Fixed garrison unit priority for high quality units.
    - Increased numbers and composition of lower quality garrison units. Towns and cities will now have 8 garrison land units by default. (increasing it further would reduce amount of garrisoned ships in coastal cities)
    - Adjusted stats for Numidian Spearmen and Tribesmen. Both units are now faster, are better with javelins. Tribesmen are now cheaper garrison version of Spearmen, they are using spear instead of dagger for melee. Minor changes to their appearance.
    - Horse breeder towns now also have garrison cavalry units.
    - Renamed Slave Slingers and Slave Infantry into Desert Slingers and Desert Infantry.
    - Increased military aggressiveness for all factions one level.

  4. #24

    Default Re: R2TR4 Changelog

    Beta 4.00088:

    - Slightly reduced Reinforcement distances.
    - Tweaks to Stance Action point requirements, now all stances require 50% of action points.
    - Renamed Numidian Noble Infantry into Numidian Heavy Spearmen (Numidian nobles were usually riding with cavalry)
    - Minor tweaks to cavalry maneuverability. Cavalry units will be able to change direction slightly easier, especially light cavalry.
    - Added extra hitpoints to Cataphracts
    - Minor tweaks to morale penalties for being attacked in the rear.

  5. #25

    Default Re: R2TR4 Changelog

    Beta 4.00089:

    - Minor adjustments to javelin throw animation (reduced and adjusted blend in time)
    - Heavy Javelins (thrown before charge) impact effects increased to 120sec instead of 5sec. Heavy javelins will now decrease shield defense bonus (-8), and reduce morale (-8). Effectively getting hit by heavy javelins will ruin the unit combat potential somewhat, therefore not getting hit by them will become important (use of skirmishers to draw enemy fire instead)
    - Light Javelins, Arrows and Slingshots effects are increased to 30sec, now mostly apply penalties to morale and speed, and therefore are more useful for suppressing enemy units.
    - Tweaks to cohesion loss effects, disordered state penalties more severe. (using reserves against disordered units will be a lot more effective)

  6. #26

    Default Re: R2TR4 Changelog

    Beta 4.00090-98:

    - Removed boiling oil from game. Oil was extremely costly to be used like this, historical sources only mention it very rarely, and even then its effect is incidental.
    - Reworked ship speed, now all ships use standard speed (3knots), but can temporarily increase it through ability, which lasts 40/60/80 seconds with 160 second cool-down. This ability is there to better simulate rower fatigue, and it only increases speed of the ship, so it doesn't make ship more effective in combat besides the ramming speed. At the same time, ship acceleration is now more dependent on ship weight and number of rowers on board, so smaller lighter ships will have much better acceleration.
    - Ships now allow javelin throws at 360 degree around the ship to improve tactical positioning of ships in naval combat. Marines are usually better protected from front due to shields, so flanking shots are still devastating.
    - Reworked terrain penalties. Forest now reduces shield block chance instead of improving it. (projectiles are harder to spot) Should make skirmishers able to ambush heavier units in forests more effectively. Forest still provides cover bonus against projectiles though, so less projectiles will actually hit the target in forest, but these will be harder to block.
    - Minor tweaks to unit marksmanship bonuses, arrow damage (recurve bow more dangerous vs composite and standard one)
    - Added different armor to simulate suburmalis for late Republican units.
    - Further improvements to how morale impact units.
    - Fixed unit cost inconsistencies for same unit for different campaigns (Grand Campaign vs Caesar in Gaul etc)
    - Fixed accuracy stat UI appearing on melee units (was not supposed to be there, was added as a test)
    - Minor tweaks to siege autoresolve, making it harder for attackers
    - Further fixes to character skills
    - Adjusted age limitations for Roman Generals in Caesar in Gaul campaign.
    - Removed "hide anywhere" attribute from Gallic Hunters. Instead, they now have "hide in scrub and forest" trait, as all light infantry.
    - Reworked military training research bonuses, it will now provide XP bonus to newly trained units instead of bonus to attack/defense/morale. Bonus XP is faction specific, for specific type of units. Removed XP bonuses provided by buildings and character abilities.
    - Third level of agent skill will always provide parent attribute point.
    - Adjusted Imperium levels for Caesar in Gaul campaign
    - Adjustments to composition of Roman garrisons provided by barracks for Caesar in Gaul campaign. Garrison force is now slightly "lighter"
    - Fixed excess range for Barbarian Bow hunters
    - Minor tweaks to arrow long range accuracy
    - Events that involve agent action cost reduction, now have much higher bonus (75% action price reduction instead of 25%)
    - Unit experience events now provide +2 XP ranks
    - Adjustments to technology bonuses to slow down economy boom in late game stages
    - Reworked weapon and armor building bonuses. Shield bonus was removed (it was not even applying properly).
    - Trade edict now also decreases recruitment slots for Army and Navy within province by 1.
    - Barbarian Tribute edict now decreases political loyalty by 10.
    - Adjusted stats for Gallic Legionaries, they now have better melee attack/defense than normal Republican Legionaries (but they have overall less armor)

    - Fixed garrison units for Ligurians in Grand campaign and Hannibal at the Gates. (new game only)
    - Fixed issue with extra Roman income in Caesar in Gaul campaign (new game only)
    - added -25% tax penalty for Political Party Loyalty edict. Edict now also increases loyalty to 20 (previously 10)
    - Hannibal and Scipio Africanus attribute points boosted in Hannibal at the Gates campaign. They both were military geniuses, and therefore should stand above others. Camillus in Rise of Republic also now has better stats.
    - Tweaks to character traits
    - Tweaks to political actions and events, mostly reducing attribute requirements to compensate for latest changes to attribute system
    - Tweaks and fixes for character skills
    - Spear attack values boosted
    - General Authority (starting at level 2) will now provide "Inspire Troops" ability. Higher the Authority general has, more potent "Inspire Troops" gets, with bonuses to morale, melee attack and defense, accuracy and speed of movement. Inspire Troops will have 60 second duration, and single use per battle.
    - Agent and General Authority, Subterfuge and Zeal attribute bonuses effects increased, Attribute points removed from skills. Attribute points now only gained through traits and ancillaries.
    - Suspended replenishment outside of city or camp. Units will replenish while garrisoned faster.
    - Barbarian infantry now use deeper formation
    - Unit experience now does not increase unit morale. (to compensate for much bigger effect General attribute points have on unit morale)
    - Tweaks to provincial initiatives, boosted recruitment, trade, taxes and festival bonuses. Added negative taxation to military and public order initiatives, added political loyalty penalty to taxation initiative
    - Adjusted Province Edict bonuses, Taxation now also decrease political loyalty, Recruitment edict reduces taxation level, etc.
    Fixed number of horses for Equites Legiorum in Augustus campaign
    - Removed Thorakitai upgrade for Massilia, which made recruitment of these units unavailable after researching appropriate technology
    - Adjusted ship costs, large ships now cost more money compared to smaller ones.
    - Removed all active abilities from units, to reduce amount of micromanagement needed during battles
    - Adjusted fatigue and morale effects to play better with new "passive abilities only" for units..
    - Removed XP gain from characters, instead, decreased XP thresholds for Generals so they will gain ranks faster by fighting battles.
    - Removed all active abilities from generals. Only kept Rally and Inspire
    - Minor adjustments to unit spacing and formation depth.
    - Reworked "loose formation" for heavy units, which will now simulate "tight formation" which is better suited for units under missile fire. Technically, this button now allows adopting "alternate combat formation" which might differentiate based on unit type.
    - Charge values increased for long sword, reduced for spears. Charge duration increased, charge speed increased for barbarian units. They should be now more effective at it. This should make disciplined units less likely to take extended casualties from own charges against "charge reflector" units (spear men, heavy infantry), while certain barbarian units will.
    - Minor tweaks to charge distances, charge speed for barbarian units, charge bonus duration, and charge morale boost.
    - Removed alternative upgrade path for Socii units into Legionaries (due to game bug, it prevented recruitment of core units)
    - Fixed number of horsemen in General unit for Caesar in Gaul campaign.

  7. #27

    Default Re: R2TR4 Changelog

    Beta 4.00099-102:

    - Added Better Sieges mod (huge thanks to AveMetal) Mod changes gates into Victory points, therefore AI will try to defend the area instead of just standing on top wall and get swarmed.
    - Minor Settlement main building now can be destroyed. (only province capital has to be converted). Conversion costs were adjusted to make it worth considering over just plain destroying the main building and build it from scratch.

    - Increased experience thresholds, reduced experience thresholds for particular units to compensate. Melee infantry will now gain experience faster than skirmishers or artillery, taking casualties will have bigger impact on unit overall experience level.
    - Minor tweaks to projectile trails, reducing their size
    - Terrain penalties adjustments, Snow and Sand will now give 10% penalty to defense.
    - Reducing secondary attack probability and removing outnumbered penalty to reduce AI willingness to blob all units against single opposing units to gain advantage. to compensate, melee attack interval is much shorter for fast engagements between entities.
    - Demolish cost for buildings now same as build cost (to make conversion financially more attractive option)
    - Occupation option to raze town now doesn't provide financial bonus, and adds -50 to public order (one time penalty)

    - Morale system overhaul, flanking penalties, combat losses penalties, etc.
    - Reworked unit base morale. Now, skirmishers have base morale 30, higher quality skirmishers have 40. Standard units 40, Veteran/high quality units 50 and Elite/Noble units 60. Mercenaries are now -10 from these base values. Differences are now created strictly through General attributes and skills.

    - Reworked recruitment and upkeep cost for Mercenary units. They will now cost same amount as their standard counterpart. Their main disadvantage now is their morale penalty (-10 to morale).

    - Tweaks to BAI mechanics, adjusted how infantry mass and ranks works, pike knockback, missiles accuracy bonus to damage.
    - Adjusted mass values for infantry units
    - Acceleration slightly boosted for Roman Legionaries, to improve speed of disengagement from combat and troop rotation.
    - Boosted range for Javelins, as certain skirmishers were unable to throw their javelins when skirmish ability was enabled.
    - Unit spacing adjusted for certain units, barbarian swordsmen will now have slightly looser formation

    - Minor tweaks to character level requirements for promotions
    - Minor tweaks to diplomacy and treachery values, reducing timeout for declaring war after breaking nonaggression agreement.

    - Reduced public order penalty for different culture when occupying city without looting or razing.
    - Looting income percentage increased
    - Age requirement for Consulship reduced to 30 (Scipio Africanus was elected consul at that age)
    - Minor tweaks to character skills
    - Doubled XP requirements for agents

    - Further improvements to cavalry morale
    - Minor UI stat order reorganization
    - Slightly boosted speed and damage for slings (typical kinetic energy was around 150J which is a lot more than ancient arrows had), higher quality slingshots have more accuracy and less dispersion. (Balearic Slingers, Rhodian Slingers)
    - Flaming projectiles now have higher dispersion than standard projectiles
    Last edited by JaM; December 24, 2022 at 01:33 AM.

  8. #28

    Default Re: R2TR4 Changelog

    Beta 4.000103:

    Combat:

    - Reworked weapon bonuses, so they are more distinct for type of weapon (spear vs sword vs axe).
    - Reworked Charge mechanics and removed charge reflection bonus from all units. Charging is now more effective for all units, but lasts only short amount of time, and only works well with cohesive units. Once units gets disordered, charge bonuses will be drastically reduced.
    - Disorder now increase movement speed of units (soldiers not keeping formation anymore can run faster than soldiers that keep formation)
    - Reworked projectile effects, Javelins are now more effective against heavy units, they even reduce enemy's charge bonus.
    - Shield defense bonuses adjusted, Shield projectile deflection values reduced, while Shield armor increased. Shield still plays big role against projectiles, but certain weapons will have higher chance to overcome shields (Pilum, Soliferum..)
    - Improved unit combat stats, making Spearmen more effective units overall, while keeping swordsmen competetive.
    - Adjusted how unit collide with each other, how soldiers step back and are knocked back by combat
    - Hoplite Phalanx formation is now applied to all Hoplites by default. Hoplites stay in formation (use formed attack)
    - Greek Shield Bearers renamed to Hypaspistai
    - Minor adjustments to unit spacing, reworked how units respond to be under missile fire. Light units will spread out, while heavy infantry units will addopt tighter formation to protect themselves better with their shields.

    Campaign:

    - Naval garrisons completely removed from game. Player and AI will need Fleets to protect its ports.
    - Military port now provides more recruitment slots, but has progressive food requirements. Patrol port is similar but has slightly smaller food requirements. All economy bonuses removed from military ports, player will have to choose his naval focus through ports
    - Reduced costs for all naval vessels, maintenance costs increased to be 1/4 of recruitment cost per turn. building ships was cheap, keeping them in service was extremely costly

    - Mercenaries have 25% less morale than similar native units, Cavalry have 25% less morale than Infantry units.
    - Adjusted diplomacy reliability penalty turn difference.
    - added 25% upkeep increase to armies in enemy teritory
    - adjusted garrison units for Wrath of Sparta
    - Agents recruitment linked with research for Wrath of Sparta,Caesar in Gaul, but max number restricted to 3.
    - Fixed scripted army compositions for Hannibal at the Gates campaign, Onagers wont be spawning for Carthage anymore (Onager is 400AD development, its just 600+ years too early)

    - Removed army bonus from barracks, and instead moved it to province capital, which will be now main requirement for armies.
    - Romanization edict renamed to Mobilization, it will now give -25% to taxation, but will add additional army slot and +2 recruitment slots. Cultural influence bonus removed
    - Recruitment, changed to 1 turn, as AI seems to be handling it better
    - Reworked Barbarian faction recruitment slots. Instead of "military buildings" its setlement that provides recruitment slot. More setlements in province factions controls, more recruitment slots it has. This should better represents "tribal" nature of Barbarian factions.
    - To compensate for recruitment slots availability, all Barbarian factions now have 50% cost penalty to all units. (units are costlier)
    - reworked military technology bonuses, reduced recruitment slots and experience bonuses provided

    - Edicts rework. Each faction has single Edict available, more Edicts are possible only with Governor level characters (cursus honorum level 6 and 7), so promoting characters to high possitions will be important
    - Edict tax bonuses and penalties adjusted to be more profound
    - reworked requirements for cursus honorum, characters will be able to get promotion easier. Last rank requirement is increased, so its only attenable by exceptional characters (6ranks required)
    - modified trade edict to provide boost to manufacturing, but at the same time it increases cost of recruitment for military units
    - edict tax bonuses and penalties adjusted to be more profound
    - Romanization edict renamed to Mobilization, it will now give -25% to taxation, but will add additional army slot and +1 recruitment slot. Cultural influence bonus removed
    - Reworked food bonuses and consumption from buildings, to be less extreme

  9. #29

    Default Re: R2TR4 Changelog

    Beta 4.00105:

    - Reworked how Growth works. Military barracks now reduce growth (population). Minor cities add +1 growth in total, while large cities are 1-4 based on level.

    - Fixed missing extra recruitment slot for Rome city
    - Added 1 extra recruitment slot for all factions to fix issues AI might have with starting regions without military barracks.
    - Reduced training level for Greek and Eastern marines, to give Romans edge when boarding.
    - Reduced Unit cost penalty for Barbarians to 25%
    - Fixed issue with unit experience disappearing after end turn in some cases.
    - Added Manufacturing bonus to Harbors so there is some advantage building them.

  10. #30

    Default Re: R2TR4 Changelog

    Beta 4.00106:

    - Fixed missing squalor bonuses from military barracks in Rise of Republic
    - Replaced Auxiliary Short Swords with Auxiliary Spear Warriors. Auxiliary Celtic units were too heavily "sword oriented", which made them not as good supplement to already heavy sword Legionaries. This way, Romans will have more options
    - Added Hellenic, Hispanic and Gallic Legionaries into Augustus campaign. They are available through Auxiliary barracks. They are slightly cheaper alternative to standard Legionaries.
    - Further adjustments to unit stats to differentiate Legionary units. Gallic Legionaries now use heavy Pilum and have slightly boosted charge. Hispanic Legionaries use Iron Pilum (Soliferrum) and Hellenic Legionaries use Light Pilum and lighter Scutum shield.
    - Slightly increased maneuverability for smaller ships vs larger ones.
    - Training buildings now provide +1 experience level
    - Technology effect adjusted, replacing XP gain bonuses to compensate for Training building bonus.
    - reworked diplomacy weighting system, AI should less likely go into crazy wars with factions across the map, instead should be more likely to accept diplomatic treaties (Work in Progress)
    - Reduced amount of trade goods produced by towns to reduce trade income a bit, as it made taxation irrelevant.


    Beta 4.00107:

    - Reworked attribute bonuses for agents and generals.
    - added reinforcement range as passive attribute based stat to all generals. more cunning general has, larger reinforcement range he will have.
    - Base reinforcement range was decreased to compensate
    - Reworked General ranks for Caesar in Gaul campaign, Each rank will now also improve combat stats of his army. Ranks are now dependent on General level.
    - Reworked experience gains for units, experience should be faster to gain during combat.

    - Modified looks for Eques Auxilares (Auxiliary Cavalry), they now have leather armor, and are representing lesser Auxiliary heavy cavalry available to Romans, while Alae Auxilares are superior force with higher quality weapons and armor
    - Adjusted uniform colors for Pompey, Antonius and Lepidus forces so they are easier to distinguish on battlefield from standard Roman units, while keeping realistic color palette and making certain units look better than before (Pompey's Evocati Cohort in particular looks quite cool in dark blue)

    - Adjusted religion building bonuses. Damaged or ruined religion buildings will now create unhappiness in local settlement.
    - Number of edicts now linked with political support. Linear progression starting at Average support giving +1 Edict, with Max support giving 5 edicts

  11. #31

    Default Re: R2TR4 Changelog

    Beta 4.00108:


    CAMPAIGN GAMEPLAY CHANGES:

    - Further rework of Edicts, Removed from characters (too strong in late game, makes edicts way too common), instead, every faction has 1 Edict available (Empires have 2), while extra 2 can be obtained through maximum political support. Edict effects are now increased a bit to compensate, issuing it should be seen as special treatment to a province to deal with particular issue.
    - Deployed Spies stealing food now also decrease diplomatic relations with impacted faction
    - Tweaks to agriculture buildings to provide more food.
    - Faction leader bonuses now on pair with highest cursus honorum ranks. (makes no sense for Dictator/King etc to have lesser stats than appointed person, as faction leader cannot gain political ranks)
    - Recruiting units decreases public growth by 4 points. Continuous recruitment will have negative impact on how fast provinces acquire new building slots (poblic growth)
    - Reworked seasonal effects, agriculture is split between farming and livestocks as these are impacted differently by the weather (Livestock is not impacted by weather that much unless its extreme harsh weather). Winter will also have negative impact on naval trade (harsh winter effect ever worse)
    - Piracy effects adjusted, now even completely controlled seas will have 25% piracy. Shared regions 50% and Contested 100%. Docked fleets will reduce piracy by 50%, so having fleets in owned seas will effectively fight piracy. This change will compensate for high trade income available from trade ports.
    - increased replenishment for "mustering" stance - damaged units will be replenished a lot faster when recruiting new units. Effect is compensated by increased upkeep and decreased growth in local region.
    - Diplomacy adjustments (WIP)
    - Reduced state gift values, player wont be able to request extremely high payments for diplomatic deals.
    - Tresspassing diplomacy penalty increased

    COMBAT CHANGES:

    - All Skirmisher units size reduced to 80 (half of melee unit strength). Skirmisher formations adjusted to 3 ranks (4 for Slingers)
    - Rate of fire for Archers increased. They will be now very effective at killing lightly armored units, but will run out of ammo quite fast.
    - Tweaks to naval combat. Light Marines now use javelins with longer range, but they throw them slower. They have access to ability to throw them even farther but at retuced rate of fire (same as land skirmishers). Heavy Marines now carry less javelins, their javelins have shorter range, but can be thrown faster (prior to boarding action) This change should distinguish Light from Heavy Marines and give them more "tactical" differentiation.
    - Tweaks to naval morale setup, units should fight a lot longer before routing as naval combat is "all or nothing" type of combat by design.
    - Fixed stats for Kretan Archers, Balearic Slingers, Light Peltats and all Pike units.
    - Minor tweaks to Velites and Socii Skirmishers, Socii are now slightly cheaper but have better rate of fire. Yet overall, these two units are quite comparable.
    - Roman Expediti Cohort renamed to Antesignani Expediti (as size doesnt reflect cohort anymore). They are now more in line with other skirmisher units, but they are a lot more effective in melee than others. (Antesignani were selected Legionaries particularly fitted for fast combat outside of legion formations)
    - Horse hitpoints now correlate with horse weight.
    - Heavy infantry now "scares horses", which represents reluctance of horses to run into tightly packed obstacle like heavy infantry is. Cataphracts are immune to this effect.
    - Removed previously implemented penalty for cavalry units, this penalty is now handled by scare horses effect.
    - Weather impacts visibility more. Fog decrease spotting by75%, Rain by 50% and Dust (Desert) by 25%
    - Modified maximum spotting distance for units, poor scouts will now be significantly worse than average ones. having good scouting light cavalry will be a benefit. All heavy infantry are now poor scouting units, with small exceptions (Celtic/Germanic units)
    Last edited by JaM; November 02, 2023 at 11:01 AM.

  12. #32

    Default Re: R2TR4 Changelog

    Version 4.00109:

    - Reworked Roman military reforms. Imperial units (Segmentata equipped) are removed from Grand Campaign, as they just don't fit in timeline wise. Insead, these units are now available as reforms for Augustus campaign only. This way, "Marius Reform" happens in Grand campaign as last military Management research
    - Tweaks to Roman technology tree, added cost and upkeep bonuses to compensate moving units to later research (otherwise it would be empty)
    - Regionless armies got higher priority to raid the region over suicide attack. (This way they should have more time to hire mercenaries to help the recapture)

    - Religion buildings costs doubled. These buildings have only positive benefits and therefore cannot be cheap. Plus this way demolishing them or rebuilding them will present own challenges. (cost, discontent)

    - Adjusted imperium progression and penalties so its a bit less penalizing in late campaign. Goal is to make sure game gets progressively challenging as player empire grows
    - Added "indifferent" level bonuses/penalties to public order.

    - Removed passive XP bonuses from characters, instead, decreasing XP requirements for levels. Feature reverted to original as Its not possible to change values for XP triggers, therefore level tresholds have to be smaller. Goal is to make battle wins important, but because battle win only gives 10XP, getting 1xp per turn was too strong bonus.

    - Triumph bonuses adjusted, now provides more gravitas and additional morale for troops

    - Removed naval abilities from ships and instead, made the effect applied always. Ships will increase their speed to ramming speed when ramming (charging) or trying to board, otherwise will stay in cruising speed. This should make naval combat slightly less chaotic, as having to control 20 ships its almost impossible to get a track which ship has ability recharged and which does not. Ships not capable ramming only have cruising speed (transports)
    - Javelins thrown from ships now have slower rate of fire but each ship carries more ammo. Ships will be able to use ranged attacks longer during naval battles increasing their usefulness. (at the same time, ranged attacks are sometimes only way how to rout "stuck" AI ships to effectively finish the battle = vanilla game bug)

    - Bracing values decreased, as colisions are already handled by decceleration values of units. This should improve infantry colisions as mass will play more role (previously, due to multipliers even light infantry in deep formation could stop heavy infantry)

    - Antesignani formation adjusted, should now be able to use loose formation like other skirmishers.

    - Illyrian Raiders modified into swordsmen. There are already Illyrian Levies which use axe, which made Illyrians having two axe units available with relatively similar stats. This way, their roster will be a bit more varied, plus, Raiders and Levies are both available as mercenary units therefore again, it will make them more differentiated.

    - Spartan Youths transformed into Spartan Light Hoplites, they are now faster version of standard Spartan Hoplites with better stamina. They wear no armor, just tunic, but have high combat skill therefore will be challenge for any other Hoplites.

    - Fixed formation for multiple Thureophoroi units to be 6 ranks instead of 3
    - Increased anti-cavalry bonus for spears, increased armor piercing values for ordinary javelins and arrows.
    - Removed morale penalty from javelins, slingshots and arrows, instead increasing the "recent casualties" penalty. this way, amount of penalty will depend on how effective the salvo was instead of flat bonus
    - Minor tweaks to formations spacing for units
    - Minor tweaks to Campaign AI mechanics regarding threat evaluation.

  13. #33

    Default Re: R2TR4 Changelog

    Version 4.00109:

    - Reworked Roman military reforms. Imperial units (Segmentata equipped) are removed from Grand Campaign, as they just don't fit in timeline wise. Insead, these units are now available as reforms for Augustus campaign only. This way, "Marius Reform" happens in Grand campaign as last military Management research
    - Tweaks to Roman technology tree, added cost and upkeep bonuses to compensate moving units to later research (otherwise it would be empty)
    - Regionless armies got higher priority to raid the region over suicide attack. (This way they should have more time to hire mercenaries to help the recapture)

    - Religion buildings costs doubled. These buildings have only positive benefits and therefore cannot be cheap. Plus this way demolishing them or rebuilding them will present own challenges. (cost, discontent)

    - Adjusted imperium progression and penalties so its a bit less penalizing in late campaign. Goal is to make sure game gets progressively challenging as player empire grows
    - Added "indifferent" level bonuses/penalties to public order.

    - Removed passive XP bonuses from characters, instead, decreasing XP requirements for levels. Feature reverted to original as Its not possible to change values for XP triggers, therefore level tresholds have to be smaller. Goal is to make battle wins important, but because battle win only gives 10XP, getting 1xp per turn was too strong bonus.

    - Triumph bonuses adjusted, now provides more gravitas and additional morale for troops

    - Removed naval abilities from ships and instead, made the effect applied always. Ships will increase their speed to ramming speed when ramming (charging) or trying to board, otherwise will stay in cruising speed. This should make naval combat slightly less chaotic, as having to control 20 ships its almost impossible to get a track which ship has ability recharged and which does not. Ships not capable ramming only have cruising speed (transports)
    - Javelins thrown from ships now have slower rate of fire but each ship carries more ammo. Ships will be able to use ranged attacks longer during naval battles increasing their usefulness. (at the same time, ranged attacks are sometimes only way how to rout "stuck" AI ships to effectively finish the battle = vanilla game bug)

    - Bracing values decreased, as colisions are already handled by decceleration values of units. This should improve infantry colisions as mass will play more role (previously, due to multipliers even light infantry in deep formation could stop heavy infantry)

    - Antesignani formation adjusted, should now be able to use loose formation like other skirmishers.

    - Illyrian Raiders modified into swordsmen. There are already Illyrian Levies which use axe, which made Illyrians having two axe units available with relatively similar stats. This way, their roster will be a bit more varied, plus, Raiders and Levies are both available as mercenary units therefore again, it will make them more differentiated.

    - Spartan Youths transformed into Spartan Light Hoplites, they are now faster version of standard Spartan Hoplites with better stamina. They wear no armor, just tunic, but have high combat skill therefore will be challenge for any other Hoplites.

    - Fixed formation for multiple Thureophoroi units to be 6 ranks instead of 3
    - Increased anti-cavalry bonus for spears, increased armor piercing values for ordinary javelins and arrows.
    - Removed morale penalty from javelins, slingshots and arrows, instead increasing the "recent casualties" penalty. this way, amount of penalty will depend on how effective the salvo was instead of flat bonus
    - Minor tweaks to formations spacing for units
    - Minor tweaks to Campaign AI mechanics regarding threat evaluation.

  14. #34

    Default Re: R2TR4 Changelog

    Version 4.00110:


    Wrath of Sparta

    - Swapped icons for Skirtai and Light Spartan Hoplites as it fits these units better

    Rise of Republic

    - Tribesmen and Hillmen got club instead of sword. Sword was costly item, not readily available to poorest people, clubs are more appropriate for these units. At the same time, they are now more dangerous, with higher charge bonus and AP bonus club gives them. Because they don't carry shield, they are also faster than before and are harder to spot (easier to hide).
    - Ordinary Slingers in Rise of Republic campaign now use ordinary slings. Only Balearic Slingers and Greek Slingers use long range slings.
    - Added weather system (didn't realize it was not there by default)
    - Fleet slots are now available from tier 3 military port
    - Tweaks to Samnites, slightly better unit stats variation, more money, better formations, extra army slot.
    - Multiple units tweaked, added Javelins models, adjusting stats.

    Global changes:

    - Tweaks to weather system and visibility
    - Tweaks to Fame/Imperium level requirements
    - Adjusted Triplex Acies formation so it doesn't require Spearmen in third row. (should form up even without Triarii, as it was still used after Marian Reforms)
    - Swapped Spearmen with swordsmen in Barbarian defend formation, Spearmen will be in front, with swordsmen in reserve ready for counterattacks.
    - Tweaks to unit collisions, units breaking off etc

  15. #35

    Default Re: R2TR4 Changelog

    Version 4.00111:


    - Recruitment system overhaul. Recruitment slots are now linked with number of regions player controls in a province. It represents simplification of population size. Should help bigger factions get large armies.
    - Added recruitment cost reduction for Barracks and Military ports. Effect is relatively small, due to possibility having multiple barracks in province which decreases price even further. (4 region province with -5% each gives 20% unit cost discount!). Auxiliary barracks decrease costs of Auxiliary units.
    - Tweaks to vassalage weighting system, so factions are less likely to want to become vassals of weak states.
    - Added occupation garrison to all towns and cities, so when town/city is occupied, some garrison will be present(mostly 2 units). Converting the town/city is still required to get full garrison. This is to prevent AI from taking other AI towns with 0 garrison because they didn't manage to convert buildings yet.
    - General Zeal morale bonus reduced as it was way too powerful for high zeal characters. It is still significant, but not as overpowered.
    - Probability child is male increased considerably. Family already has cap of 2 children max, so having only male children allows for proper "family development" in late campaign (as male characters keep family name). Also, usually only males can lead armies or be heads of family. (Sadly this setting cannot be tweaked for each faction separately)

    - Tweaks to color scheme of Auxiliary units
    - Tweaks to projectile dispersion values. Iberian javelins toned down a bit as they were just way too effective.
    - Reworked values for unit reload speed and accuracy, now are based on current unit stats design. Ranged units have 2 levels advantage over melee units of the same quality
    - Adjustments to pike mechanics, adjusted bonuses for pike wall formation, reduced delay to form the pike wall
    - Disabled Forced March and Double Time stances. Their bonuses are separate from movement bonuses armies can get, therefore default stance was sometimes as mobile as Forced March which made it completely pointless. Plus, AI for some reason overuses it, therefore it will be best to just disable it. (button is still there though)
    - Tweaks to late game economy so it is a bit more challenging as your empire gets larger. Imperium penalties were adjusted, as well as certain technology tax bonuses which were replaced with something else

  16. #36

    Default Re: R2TR4 Changelog

    Version 4.00112:

    - Added food Foraging effects to armies. food is removed from local region (enemy or yours)
    - Minor tweaks to weapon lengths, as it wasn't matching changes to unit stats done recently
    - Tweaks to artillery maximum range. Balista range now 460m, Scorpio 400m (both historical values for these types of weapons)
    - Adjusted flaming javelins (torches) so they are a bit more flamable
    - Adjusted Hellenic units using Pelta shield in melee. previously they used same stats as Pikemen, but melee units dont use shield strapped, but use it actively, therefore should have higher melee defense.
    - Removed Imperial First Cohort as commander unit in Grand Campaign
    - Roman Antesignani Expediti got light scutum instead of Thureos shield. (Its mostly visual change as both shields have quite similar stats, with light scutum having slightly better projectile deflection stat)
    - Rise of Republic combat overhaul. Early Roman army uses slower rigid Hoplite formations, while Samnites use more open and mobile "Manipular" formations. Samnites also got custom shield stats to better suit their smaller boxy "thureos" shield. Camilian reform Roman army transforms into Manipular units, with Hastati being more mobile, eager units with longer range for their pilum throws.
    - Tweaks to battle weather system, Slightly increased spotting values
    - Adjustments to building bonuses to GDP, as sometimes they accumulated into huge income in late campaign.
    - Tweaks to requirements for Consul and Dictator in Rise of Republic
    - Further tweaks to AI task management system. Added two more profiles, defensive and aggressive. Defensive task system will be used for smaller factions that did not expand significantly
    - Adjusted AI Personalities for Rise of Republic (previously all factions used same default task profile)

  17. #37

    Default Re: R2TR4 Changelog

    Version 4.00113:

    - Reworked Imperium penalties, Imperium levels are now based on campaign actual numbers of provinces and regions, providing a bit more "tailored" Imperium gameplay

    - Reworked Corruption effects for all campaigns. Now corruption properly scales based on maximum number of regions in every campaign instead of some fixed value that was handling all campaigns.

    - Tweaks to hidden income bonuses for certain factions. Grand Campaign Romans income reduced for playable factions, while AI controlled Romans kept the bonus (to make sure AI Rome is not overrun by neighbors, but provide challenge to player)

    - Gravitas reworked. Skills now don't provide gravitas. Instead, it is earned through Authority attribute. Higher Authority gives more gravitas, starting at 4 Authority giving +1 gravitas, with every other level adding +1, capping at +9 at level 20

    - Adjustments to trait trigger chances (mostly reduced chance to get drunkard trait as it was way too common in vanilla)
    - tweaks to AI preference to build military ports when following economic goals.
    - Fixed issue with unintended doubled garrisons due to occupation garrison adding to existing one. Reduced overall amount of garrison provided by cities and barracks.
    - Tweaks to tight/loose formation for various units.
    - Added missing AOR for Hellenic and Hispanic Legionaries in Augustus Campaign (new campaign only)
    - increased experience threshold for cavalry and skirmishers (will gain experience slower)

    - Tweaks to archers, boosted their reload rating, and instead increased reload of projectile. This way, "precision shot" boosts accuracy, but decreases reload rate. By default, they will shoot about 10 arrows a minute, with precision shot enabled they will shoot 6 arrows a minute with more accuracy.
    - Reduced maximum range for Javelins. Fast throwing will happen on shorter range, while "conserve ammo" option range stays longer. (difference in range is 20 yards)

  18. #38

    Default Re: R2TR4 Changelog

    Version 4.00114:

    - Adjusted spacing for Roman Double and Triplex Acies formations. Second and third rank will be slightly farther back from first one, so by default, second rank wont throw javelins into backs of men in front rank. (preventing friendly fire)

    - Fixed missing Lance for all Shock cavalry
    - Tweaks to Morale system, minor adjustments to combat stance penalties

    - Adjustments to Cursus Honorum requirements for Augustus campaign. Age requirement reduced, as at that time, Octavian was elected Consul despite being very young, therefore old requirements didn't play role anymore.

    - Adjusted provincial mercenaries for Augustus campaign. Removed obsolete Italic units, and replaced them with Evocati Cohorts and Auxiliary cavalry units. Similarly, these units were added to certain provinces controlled by other Roman factions so they also have access to these units. (new playthrough only)

    - Added naval trade to military ports back, as AI is unable to cope with it and builds them commonly, which hurts its income (adjustments to CAI files didnt remedy it), Food consumption increased to compensate

    - Early Roman units adjusted, received La Tene swords, as recent historical research suggests Romans to adopt these swords after sacking of Rome together with Celtic Montefortino helmets and other panoply. Minor tweaks to visuals and armors.

    - Reduced amount of available mercenaries for Wrath of Sparta campaign (new playthrough only)

    - Wrath of Sparta Spartan unit stats adjusted, now on same level as Picked Hoplites and still above normal hoplites. Heroes of Sparta are now above all others.

    - Rapid Advance ability adjusted. This ability should allow Ekdromoi (Light Hoplites) to chase down skirmishers. (which was their actual historical purpose) Ability now boosts speed of Light Hoplites to be slightly above speed skirmishers are typically moving at. Yet, this boost will only last for 50seconds, with 10seconds being fatigue/cohesion penalty, while ability has a timeout of 8 minutes, so it can be only used sparsely during battle.

    - Army upkeep during winter seasons will increase by 10% simulating higher logistical requirements to keep army in the field during winter months.

    - Adjustments to political system, political loyalty penalties, political ranks loyalties

    - Increased age for spawned characters to be 30 years old. compensated by reducing XP thresholds for agents so they gain levels a bit faster considering they are alive shorter. Price of agents increased. Agents are now available 1 Imperium level sooner.

  19. #39

    Default Re: R2TR4 Changelog

    Version 4.00115:

    - Reworked military training buildings, made them more specific for their purpose.
    - Minor tweaks of Imperium levels. Added bonus to enemy morale in Caesar in Gaul campaign to make late game a bit more challenging.

    - Increased duration for certain mission reward events from 6 turns to 12 as it better fits 4-12 turn per year scheme. Financial rewards were increased to 2500 to make them worth bothering.

    - Added GDP bonus for slaves in Mines (all levels) and farms (tier4 only)

    - Granaries will now boost Animal Husbandry output instead of Farm output, as stored grains were important to feed animals thorough the year and therefore had bigger impact.

    - Slightly reduced scared horses effect

    - Restored vanilla fortified camps, as it caused CTD on certain maps. (i was considering removing it anyway, as Better Sieges mod which is now integrated solves bad AI in those situations anyway)

  20. #40

    Default Re: R2TR4 Changelog

    Version 4.00116:

    - Reworked Naval recruitment. each port now provides 1 ship building slot similarly to land recruitment. This way, whoever controls most ports in sea region, can muster large fleets faster. (building fleets historically was relatively fast thing)

    - Tweaks to corruption system penalties. widened the scale to 1-90% from previously use 10-75%, but extended the region count to match max regions present on the map. (186 for Grand Campaign map, 50 for Caesar in Gaul, 77 for Wrath of Sparta etc..)
    - Reduced technology research time for Caesar in Gaul tech

    - Added 75% AP cost for fortification stance, to compensate for restored vanilla fortifications
    - Tweaks to Character and army skills. Skills will now progress by 2 points (2%/4%/6%) so there will be same weight to upgrade a skill to another level, or taking another skill with same effect present.
    - Burn ammunition amounts increased (10%/30%/50%) as previous values had almost no impact on units (5%/10%/15%) due to small amount of projectiles carried (4 javelins carried by default by skirmishers were not reduced even by third tier skill)

    - Minor adjustments to extra range for projectiles fired from walls (based on recent tests by Tod's Workshop, set to 10%) Similarly, all arrows fires from towers (watchtowers, combat towers on ships, etc) got the same bonus.

    - Berserker/Naked Warrior units adjusted, got faster movement and charge, as well as more hitpoints than standard melee units have (36 -> 48 +12, same difference as between skirmishers vs melee infantry) Berserker/Naked Warrior units also received melee weapons with slightly higher damage.

    - Celtic units received bonus 4 Hitpoints as "constitution" bonus, Germanic units received 8 Hitpoints.


    Version 4.00117:

    - Adjustments for Navy skills, effects were standardized, added more effects to make certain skills more attractive choice.

    - Tweaks to Germanic units, improving stats, adding longer range javelins, javelins thrown during charge for melee units, replacing swords with clubs, or combination of club+swords. Overall, Germanic tribes should have their distinctive combat style now.

    - Auxiliary Spear Brothers now represent "romanized" Germanic units, they now use roman provided helmets and some shields.

    - Levy Cohort visuals adjusted, suburmalis replaced, spear replaced with pilum, which will be used as melee weapon (stats adjusted).

    - Velites in Rise of Republic got larger round shields.

    - Added separate icon for Roman Heavy Marines so its easier to distinguish them from Light Marines

    - All Roman Marian Legionary units visuals improved, mail replaced with a bit better textured version/

    - Roman Auxiliary cavalry units textures updated to the same level as Legionaries.

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