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Thread: Changelog and future updates

  1. #1
    Goutlard's Avatar Janissary
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    Icon1 Changelog and future updates

    Changelog and upcoming update information :


    I will post the changelog and to-do-list for the future updates here.

    2.5.6 RELEASED :

    Spoiler Alert, click show to read: 
    - Boosting the damage of bayonet-using units. They are too weak compared to sword-bearing units currently.

    Bayonet units are more attack based than swordsmen ; which are more polyvalent. Bayonet units get large charge bonuses making their charge quite damaging on ennemy units. I have found out from balace-testing that 1 point in attack gives more advantage than 1 point in defense.

    Still, balacing bayonets taking that into account it appears that bayonnet units are at a disadvantage against swords, which is to be fixed.

    - Rebalancing the Ottoman Faction Units ;

    Tufekci Aga Janissary :
    Those units were more powerful than similar-cost units, due to the fact that only one rank fired. However, since the new firing drill update which allows all units to fire, it made them overpowered.

    -> Stats slightly decreased ; especially ranged ones. Their cost increased to match a similar-quality European unit.

    Humbaraci Aga Janissary : They were sub-par compared with the Aga Janissaries ; since both units are supposed to be formed by the same quality of Janissaries ; therefore they have received an update in quality, and price ; cost matches a similar-quality European unit.

    Usta Janissary : For the same reasons as the Aga Janissary, they were too powerful due to the new firing drill, their stat was slightly decreased and their price has been increased to match that of a similar strenght elite unit.

    GENERAL EFFECT on janissary balance :

    The corrupted Janissaries are still represented by the Yaya Janissary units. They are not elite units, are ill-equipped and can just about face, with a disadvantage European Line Infantry. The Aga and Usta Janissaries, representing the true historically-trained Janissaries, and are now balanced, they are truly an elite force ; yet are less cost-effective than the Nizam-I-Cedit.

    Bayonnet units will now fight at a similar strenght as sword-bearing units. The bayonnet, being a somewhat unbalanced spear is a very offensive weapon, dangerous in each and every way ; yet not as good for defense as a sword.

    - Fixing the artillery autoresolve and AI artillery issue :

    Ever since I started using the DMUC Autoresolve settings combined with the new projectiles ; I have started to have the Artillery Units be calculated as much - much more powerful in Autoresolve than they really are. I am trying to fix this and improve autoresolve.

    Since the AI somehow knows of this, I have increased slightly the recruitement and upkeep cost of artillery units.

    - Choice of startpos :

    You will now be able to choose between two startpos.
    The first one, which is the one already present will be left unchanged.
    The second one will have Greece playable.

    Greece will be added new units :
    Marines : Greek marines with the regional unit model.
    Haydut Infantrymen : If you have EUE and control of the region where they can be recruited.
    Bosnian Infantrymen : If you have EUE and control of the region where they can be recruited.
    Bosnian Cavalrymen : Regional cavalry related to the Bosnians.
    Anatolian Horsemen : If the greek take control of Anatolia.
    Turkopoloi : Turkish mercenaries.
    Efe and Zeibeks : Those men were soldiers, village guards not only in Anatolia but also in Greece.

    One new unit for Poland :
    Janczarzy : There was at least two companies of polish Janissaries in history, made out of prisoners of war from the siege of 1683, or out of deserters. You can only have one such unit in the campaign or battle at any time and they are more of an easter egg unit than anything else.
    Source : https://www.kismeta.com/diGrasse/polish_janissary.htm

    Bugfixes :

    - The submarine-ship bug will be fixed. There was an issue with ships half-sunken still responding and controlable ; that will be fixed. (Thought I feel a little bad about it, it looked hilarious ! )

    - The trade menu bug will be fixed ; there is an issue with an Ottoman Technology that messes up the trade menu for the Ottomans. It will now be fixed.
    Last edited by Goutlard; April 15, 2017 at 05:48 AM.
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  2. #2
    Goutlard's Avatar Janissary
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    Default Re: Upcoming Update Information

    2.5.7 RELEASED :

    Spoiler Alert, click show to read: 
    - Rebalancing the sword vs bayonet.

    The previous update made the bayonnet a little too powerful against the sword, due to the fact that 2 points in attack is as powerful, balancing wise, as 3 points in defense. This unbalance has been fixed.

    - New Ottoman Faction Units (+4) ;

    Solak Janissary :
    They were the direct bodyguards of the Ottoman Emperor, and are the best of the best in the Ottoman Army. A truly elite unit, that may be fielded in little numbers.

    Silahdar Sipahi : An elite Sipahi contingent that wears light armor.

    Yerliye Janissaries (Musketeers and Swordsmen) : They are now the bulk of the Janissary Army. Whilst the Kapikulu Janissaries were always an elite unit, and a powerful one, in the later era a new kind of Janissary appeared, the Yerliye. They were recruited by local landlords, and were trained locally without the rigour, lenght of the true Janissary order.


    - New Greek Faction Units (+5) ;

    Ethnofilakes Guards
    : They are the elite of the greek army, national guards.
    Greek Line Infanty :
    Might be recruited in the balkans, generally greek regions. They are a high quality line infantry.
    Eastern Line Infantry - Eastern Militiamen :
    If Greece expands towards the east and the middle-east, they will recruit those men as the bulk of their armies.
    Greek Cavalrymen : A heavy cavalry unit recruitable in greece and adjacent regions.

    - Bugfixes ;

    A bug related to the garrison units has now been fixed !
    Last edited by Goutlard; April 09, 2017 at 11:13 AM.
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  3. #3
    Goutlard's Avatar Janissary
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    Default Re: Changelog and future updates

    2.5.8 RELEASED :

    Spoiler Alert, click show to read: 
    - More steppe units for the Crimean Khanate and Russia (+6).

    Added Bashkort Horse Archers, Bashkort Noble Horsemen, Bashkort Dragons, Tatar Lancers, Tatar Besli Musketeers, and Tatar Noble Horsemen for the Crimean Khanate and Russia.

    - Ottoman Empire, Persia, Mamelukes and the Barbary States (+1 units, +3 models) :

    Musellem Horsemen, Azab Musketeers and Tofangchi have more historically accurate textures of higher quality than previously.

    Added Mameluke Heavy Sipahi, an elite mameluke unit available for the Barbary States and the Mamelukes to add more variety to these factions. Didn't add them to the Ottoman Empire since it would be redundent, whilst the Barbary States and Mamelukes lacked a similar quality unit.

    - Persia and Georgia (+5 units) :

    For Georgia :
    Kevshur Warriors, Kevshur Skirmishers and Kevshur Horsemen.

    For Persia :
    Jazayerchi Skirmishers, and the Pashtun Horsemen

    - Europe (+3 units) :


    Swiss Infantry, for France and Spain in different versions ; Slavonian Pandours and Croatian Lancers have been added !

    Those new units are thanks to the works of Sir Digby Chicken Caesar, as well as most new textures.

    - Janissaries :

    There is now a clear distinction between Kapikulu Janissaries (Yaya Janissaries, Aga Janissaries, Usta Janissaries, and Solak Janissaries) whom are truly elite units and the Yerliye Janissaries (Yerliye Janissary Musketeers and Yerliye Janissaries Swordsmen).

    Indeed, the Yerliye Janissaries can be recruited at any barracks at any place in the world, like the Janissaries in the past.

    However, now, the Kapikulu Janissaries may only be recruited in the historical janissary barracks, which are at the Rumelia region, and in Anatolia. For higher quality line infantry recruitable anywhere, an Ottoman player should seek the Nizam-I Cedit units.

    There is another barrack in Egypt for the Cairo Kapikulu Janissaries, where the Cairo Aga Janissary (if you have Eue of the east) and the Cairo Yaya Janissary may be recruited. The Barbary States can only recruit Cairo Janissaries, at Tripoli.

    The Crimean Khanate now has access to the Crimean Janissary unit, at the limit of 4. However, as specified before, they now have access to 6 new units of Bashkort and Tatar inspiration, as well as a buffed Cossack unit making the Crimean Khanate more historically accurate.

    The Kapikulu units are all elite units, hence an upgrade of the Yaya Janissaries.

    - New Greek Faction Units (+5) ;

    Those models were already present in the mod, but not enabled. I thought why not just enable them.

    Evzones Swordsmen and Greek swordsmen
    : Two swordsmen units for Greece, one of almost elite quality, the other of standard quality to add more variety.
    Light Ippeis : As a lighter greek cavalry force.
    Acrobolistes : Light skirmishers.
    Orofilakes : Elite skirmishers from the greek revolution, literally "mountain guards".

    - Georgia, Knights of St John, and Morocco playable :

    They are on the harder side of campaigns and have no victory conditions for now. However, they have indeed been enabled and are wholly playable !
    The victory conditions will be present in the next update.
    Last edited by Goutlard; April 15, 2017 at 05:24 AM.
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  4. #4
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    Default Re: Changelog and future updates

    MAJOR UPDATE : 2.6.0 RELEASED:

    Spoiler Alert, click show to read: 
    - Venice, Italian states and Denmark playable.

    Venice, the Italian States and Demnark will now be playable with full victory conditions, no FOV issues, and a campaign description.

    - Victory conditions added to Georgia, Morocco and Knights of St John :

    Those factions now have victory conditions as any playable faction should.
    Their conditions are lower than those of major factions, since they are tougher to play as.

    - More complete roster for Morocco, the Barbary States, and the Mamelukes :


    Those factions lacked artillery, now they have access to some artillery units ; as well as to more regional units, especially cavalry and a few new infantry units.

    - Improved Safavid gamemplay :


    Added three technologies to the Safavid Dynasty :

    Pre-researched :

    - Safavid Feudalism :
    It represents the feudal system in the Safavid dynasty, and it's failures. The strenght of the ulema, as well as the many privileges the Qizilbash Turkmen society benefited. The ulema saw the Shahs as illegitimate rulers, and ethnic minorities envied the privileges given to the Qizilbash leading to internal conflits. In the meantime landowners, whom collected taxes kept most of what they collected for themselves and only gave a handful of the profit to the Shah causing economic problems.

    All those conflicts would cause stability issues in the Safavid Dynasty and lead it to it's eventual fall in 1722.

    To research :

    - Aslahat Reforms : Fictious reforms that represents the modernization of the Safavid taxation system, as well as abolition of some privileges. Largely cancels the disadvantages of the Safavid Feudalism technology, but leads to a spike in unrest causing likely revolts.

    - Aslahat Compromises : Represents compromises made to pacifiy the Safavid state after years of revolt.

    - Buildings with industrialization maluses : are now worth building more. Indeed, other than the baseline growth related to the building improvement, every point in unhappiness adds +3 industry growth ; meaning therefore that the new updates are really worth building, and industrializing to the cost of popular happiness is now truly worth doing.

    - Removed industry bonuses from common buildings, and enhanced those from industrial buildings : Having a developped industry is now a more important advantage and industralized regions will be more important, non-industrialized ones less important.

    - Better morale system : Morale of the units is stronger if uphill, stronger if the flanks are covered, stronger if the general is present. Forts are less advantageous. Army destruction no longer highly penalizes morale, not from a realism standpoint but as an experimentation. That way, the ennemy army has time to rout before the end of the battle, and takes less casualties.

    - Government buildings overhauled
    : They are more important, have larger bonuses. However, they are significantly more costly to upgrade, and are to be seen like a "city level" upgrade like in Medieval : Total War.

    - Improved historical accuracy of names : Especially of Ottoman troops.

    - JAM's Cohesion system : The most interesting and challenging fatigue-replacing system in Empire : Total War, thanks to the awesome work of JaM and DaVinci (full credits to them).

    Description by JaM :
    Former Fatigue was renamed to Cohesion (while fatigue descriptions were also kept) and now represents the state of units, how well they can respond to commands of their officers. Cohesion impacts the unit accuracy,movement speed, melee combat and morale, so its very important to keep Cohesion high so unit fight effectively. There are several ways how you can lose cohesion in ER.

    Movement automatically reduce unit cohesion, as moving longer distances in line formation was very problematic and usually ended up with disorder if unit was forced to march too far in such formation. Musket fire is another way how to lose cohesion. Each volley reduces cohesion significantly, so normal trained men are usually only able to fire about 3 salvos until they get disordered by its effect. This is the main reason why no unit was able to keep using its fire drill for long time, as usually after first initial shots in combat, soldiers tended to fire their weapons out of order. Officers were unable to control it, because of all the noise and smoke produced by musket fire.Continuous musket fire also reduces accuracy, due to smoke which obscures the view, and overall disorder, where soldiers fired shots without aiming into the smoke. Therefore, its beneficial to check the unit status during firefight, and stop units from depleting their ammo without any significant effect.

    Melee. Close combat was always bloody thing, as infantry didn't had any armor or any means to effectively protect themselves against thrusting bayonets. Any melee combat caused complete disorder of the unit almost instantly, which most of the time resulted in unit with weaker morale to withdraw before enemy reached them. Anyway if two units met in close combat, you can count on both being immediately disordered, which makes them vulnerable to counter-charges done by fresh units in reserve. Melee combat is always vicious, with huge casualties, but usually its very short and decisive. This was the main reason why bayonet charge become praised by all generals as the most effective tactics, even though musketry was responsible for much more dead than close combat,anyway that was more result of a fear being caught in close combat and killed which caused men to rout and run instead of facing enemy with bayonets.

    Cohesion system applies also to cavalry practically the same way as it applies to infantry, but it has much more importance. Cohesion is the most important thing for cavalry. Their charge depends on it. Cavalry charging in close ranks with good cohesion is unstoppable, while disordered cavalry would get always repelled. Movement speed greatly affect cavalry cohesion, faster it moves, faster it lose the cohesion. if you order your cavalry to gallop across the battlefield to engage the enemy at the other side of the battlefield, your unit will get there faster,but completely disordered, which will make their charge ineffective (disordered units get 100% charge penalty), and their melee weak (disordered units have 50% melee penalty). Therefore, you need to plan the approach of your cavalry carefully, to avoid the ground that can be covered by enemy artillery while your cavalry is moving forward into position. Only when you are at distance slightly greater than musket range you should order them to do a charge, so they will do it with best results. Once you see your cavalry is getting disorganized, its better to withdraw them and charge with another squadron instead of keeping them in contact.

    Last edited by Goutlard; April 30, 2017 at 10:41 AM.
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  5. #5
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    Default Re: Changelog and future updates

    CANCELLED - Files lost :

    Spoiler Alert, click show to read: 
    -Tweaked cohesion (details below) and improved the names of the cohesion levels :

    Cohesion should now be lost faster when firing, and in a slower way when under fire. Running has a higher effect.
    Therefore, the firing unit looses cohesion faster than that under fire, making charges and closing up before opening fire more viable tactics.

    Fatigue resistant skill decreases less cohesion loss less than before, whilst experience has a major effect and very experienced units will be able to keep excellent cohesion throughout the battle.

    - Reduced firing ranges, as well as movement speed :

    The Napoleon Total War based 90 meters seems too high, since most projectiles would be too innacurate at that distance, therefore firing ranges are back to that of vanilla Empire : Total War.

    However, short ranged weapon have a slight range increase in the meantime, as to less defavorize them.
    Tried to implement a misfire rate on cannons (which doesn't seem to work ? Maybe it does something hidden ?). Reduced the speed of cannon fire to slower levels so that cannons do not fire as straight as before.

    - Naval cannons are less accurate :


    As to make ships take less damage, and naval battles more realistic ; especially chain shot is now much less accurate as it was historically.

    - Pikemen animation fix and Agents :

    I will include the Pikeman animations mod if I am allowed by it's creator Primergy.
    I'll also strenghten the pikemen as an early unit, as to make them much more viable until line infantry has ring bayonet and square formation.
    So that pike and shot strategies are more viable at the early era.

    Last edited by Goutlard; September 02, 2017 at 05:53 PM.
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    Default Re: Changelog and future updates

    It's with great pleasure that the Modding Awards Committee informs you that this mod has been awarded in the recent 2016 Modding Awards, as seen here! Please feel free to stop by and check the list of all the winners.

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  7. #7
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    Default Re: Changelog and future updates

    2.6.1 RELEASED :

    Spoiler Alert, click show to read: 
    -Tweaked cohesion (details below) and improved the names of the cohesion levels :

    Cohesion should now be lost faster when firing, and in a slower way when under fire. Running has a higher effect.
    Therefore, the firing unit looses cohesion faster than that under fire, making charges and closing up before opening fire more viable tactics.

    Fatigue resistant skill decreases less cohesion loss less than before, whilst experience has a major effect and very experienced units will be able to keep excellent cohesion throughout the battle.

    - Naval cannons are less accurate :


    As to make ships take less damage, and naval battles more realistic ; especially chain shot is now much less accurate as it was historically.


    - Attempting to fix the cannon autoresolve bug :

    The problem with this bug is that if I fully fix it, then I have to lower cannon damage. Then, cannons won't be able to damage buildings. Then, I can bring down building health, but in that case musketeers will be able to damage buildings ! Still, I tried to lower building damage to the point it is minor and dealt over a long period of time.

    - Lower upkeep, higher recruitment cost :

    As requested, I have lowered the upkeep cost to the default value. However, the recruitment cost of units has been increased by 20%. Units should be expensive to recruit, but cheap to maintain. Loosing an unit, or disbanding one means wasted money. Recruiting extremelly fast isn't an option anymore.

    - Slower recruitment times :

    Two turns are added to ships, making the base recruitment time for the fastest ship 3 turns. One turn is added to land units, making the minimal time two turns, as to prevent last second recruitment in case a settlement is under imminent attack.

    - Tax effects were adjusted to provide less growth at low taxation levels :

    It is very easy to abuse the economical system, to lower taxes as much as possible and get a very fast growth. This is no longer possible, as the growth advantage provided by lower taxes isn't as major as it used to, making low, and medium taxes more viable, and minimum less interesting. Still, minimum is still advantaging growth wise, just don't expect to become an economical powerhouse in 10 years.

    - Language adjustements :

    I consider making Greece speak Russian, or English as a placeholder language because there is no Greek language in the game. At the same time, the Safavid Dynasty speaks arabic which is historically innacurate. Either Turkish (ruling class) or Persian (majority of the population) should be their language. The ideal would be for them to speak Azeri but there's no such option.

    - Cavalry should be less tanky:

    Decreased the base cavalry armor bonus to make it less tanky in close quarters.

    - Slower unit movement and lower firearm range :

    Unit movement will be slowed down. There was an issue with the movement speed being too fast, making it so that units could charge 100 meters faster than they could shoot sometimes, which shouldn't be the case if unit cohesion is maintained.

    The same way, firearm ranges and accuracy will be tweaked for accuracy. Especially the accuracy of skirmisher weapons has be brought up, and light infantry will still move quite fast to be able to effectively skirmish against heavier units.

    - Janissary unit upkeep has been increased :

    Janissaries should be more expensive to maintain, even lower quality Yerliye Janissaries. That would be representative of the titular janissaries in the Ottoman Empire, corrupt janissaries that received pay but didn't present themselves when they were mobilized, the fact that Janissaries were very well paid, and give more incentive to use the more cost-effective Nizam-I-Cedit units.

    - Grenadier unit size has been increased, and grenades have been tweaked :

    Grenadiers are now in groups of 100 men. They act more like a small elite regiment, cheaper and able to be recruited earlier, and boosting the allied units. They are still very good in close quarters and have good morale making them great at attack - but remain vulnerable due to their smaller unit size.

    They are still able to throw grenades. I considered removing them - historically accurate for most European factions, but not for the eastern ones that kept using grenades. But decided not to, because it adds some much needed variety to gameplay. But, grenades have received a well deserved nerf.

    - Elite Units may be strengthened, yet made more expensive :

    Depending on the results of the ongoing poll, Elite units will be tweaked. If the poll succeeds, morale will be increased as well as the amount of ammunition elite units have to be able to run out of ammo later than line infantry. Melee capability will be slightly improved, not in any major way.

    POLL RESULT : Elite units have been strenghtened and made more costly.

    - Removed night battles :

    Due to negative community feedback, and since they occured much more frequently than expected.
    Last edited by Goutlard; April 04, 2018 at 08:07 AM.
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  8. #8
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    Default Re: Changelog and future updates

    2.6.2 EXPERIMENTAL - Released :

    Spoiler Alert, click show to read: 
    -Doubled unit sizes :

    Both in the campaign and custom battles, unit sizes are doubled. At the same time, unit costs and upkeep are doubled. This is to make large battles feel larger, as basically now one unit acts as two did before.

    - Greek language has been set to English :


    A better placeholder than Russian.

    - Greek Startpos has been edited :

    You now have the choice between starting with only Morea, or with Morea and Greece.

    - Fixed a bug making greek units recruitable outside of Greece :

    For some reason Greek units were recruitable outside of Greece, but not in Greece. That bug has been resolved.


    This is an experimental version. It will be released to see how the community reacts to it.
    Last edited by Goutlard; May 05, 2018 at 07:46 AM.
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  9. #9
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    Default Re: Changelog and future updates

    2.6.3 EXPERIMENTAL - Released :

    Spoiler Alert, click show to read: 
    -Re-adjusted unit sizes and rebalanced cavalry:

    Cavalrymen have slightly smaller units, to balance their high stats. They also earn less bonus damage against foot soldiers, and square formation is strenghtened since it was not an effective enough counter.

    -Expensive Armored Cavalry and Cuirassiers:

    Armored Cavalry fell more and more out of favor in the 18th Century, not necessarily because it was not effective, it always kept a good shock effect. However, it was no more "cost-effective". This should be represented. Armored Cavalry units are more expensive to recruit, and maintain, to represent the cost of their armor, and not make them the "best choice" especially when it comes to cost-effectiveness.


    -Ottoman Cavalry Reworked :

    While Ottoman Infantry have been rebalanced, Ottoman Cavalry hadn't been yet. This will be the first update to rebalance Ottoman Cavalry. Ottomans should have a decent cavalry overall, with old-fashioned armored units that are excellent in melee. Lower tier cavalry should be easier to rout. Higher tier cavalry shouldn't be better than Polish Hussars.

    - Safavid Units Reworked:


    Safavid units are rebalanced to be viable. The Safavids also have much more units recruitable during the campaign, as intended. Ethnic units (Avshar, Kizilbash) are region-limited as they should be.
    Similarly, cannons are now eastern style, rather than indian style.

    - Less recruitment points :

    Fixed a bug, since if you have more than 9 recruitment points, you cannot recruit any unit. Recruitment points have been decreased to avoid running into that issue.

    - Increased warship costs in campaign:

    Battleships should be, and now are once again more expensive than regiments. 1st and 2nd rate ships of the line should be rare - and very expensive to maintain. Fleets of 1st rates should be impossible to recruit.

    - Reduced "Other Goods" in trade :

    Trade is no longer as powerful as it was before. It meant free money whether you control trade nodes or not - not anymore. Now you need to control places that produce commodities, or trade nodes to earn from trade. Ottomans, and factions with a lot of trade ports could trade with the whole world and earn unreal amounts of money, that is no longer possible.


    - Janissary Cost in Campaign (not custom battles) increased :

    Janissaries should cost-inneffective in campaign. While Kapikulu janissaries were still elite soldiers, there was a large issue with the Janissary order, especially the Yerliye Janissaries. The Kapikulu Janissaries stayed as elite units, but the Yerliye, local Janissaries were highly corrupt, many of them being paid as well as any janissary, but having merely Tüfekçi (musketeer) training, and even not showing up during the levies.

    Thus, Janissaries should be expensive to recruit and maintain to represent the corruption of the order.

    - Ottoman Units rebalanced and renamed :

    Units were renamed as to have more historically accurate names. Anachronistic units have been removed, and less units are recruitable in custom battles to avoid having too many almost identical units and decrease the clutter in the custom battle setting.

    Generally, standard units have been slightly weakened for balancing purposes.

    Last edited by Goutlard; May 05, 2018 at 10:14 AM.
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  10. #10
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    Default Re: Changelog and future updates

    2.6.4 - RELEASED :

    Spoiler Alert, click show to read: 


    - Ottoman Units rebalanced and renamed :

    Now the names should be as historically accurate as possible, while avoiding overly long names.

    Karakullukçu Janissaries are Janissary soldiers and prison guards.
    Kapikulu Janissaries are the Janissaries of the Ordu-u Humayun, the imperial army and are truly an elite.
    Cemât Janissaries are a subclass of the Kapikulu Janissaries, more affordable.

    There were some nerfs on the Ottoman Units, to make them as balanced as possible with other factions. The balancing is closer than ever to be perfected . Indeed, elite, professionnal Ottoman units, trained in Istanbul should be strong.
    However, the regional units, those trained in the faraway cities and the more affordable type should be a bit outdated technologically. This is more present than ever.7

    - Taxation system adjusted :

    It was very easy to abuse the taxation system, and lower the taxes to cause massive growth.
    Now, normal taxes are considered to be the tax rate at which the growth won't be harmed.

    The only advantage of lower taxes is to keep social order and avoid revolts.

    Higher taxes provide short term money, but are harmful in the long term, so they may only proove useful in periods of crisis, if your trade routes are blockaded.
    Ottoman Total Overhaul received the 2nd favorite Overhaul/Compilation Mod - 2016 award !



  11. #11
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    Default Re: Changelog and future updates

    2.6.5 - UPCOMING :

    Spoiler Alert, click show to read: 


    - Two versions ; one with music and one without :

    Based on request there will now be two versions of the Ottoman Total Overhaul Mod, one with Nizam's modified music, the other without.

    - Elite Units Rebalanced :

    Elite units now get Rank Fire. That allows them to outshoot line infantry, making them truly superior in a firefight. They are, however, very expensive to recruit and maintain, not really cost-effective, but a very reliable unit to take over key points.

    - Janissaries compared to other elite units :

    Janissaries do not get Rank Fire. Their reload skill and morale is nerfed, but their recruitment cost is also lowered. Their accuracy is boosted, however. They are superior to Line Infantry but are clearly inferior to European elite Infantry.

    - Charge Bonus :

    The charge value for infantry units appears to be bugged and have little effect. Therefore the charge value for infantry will be set to 0, and a part of the charge bonus ported into melee attack to make units fight as intended and compensate the bug.

    - Grenadiers :

    Western (European) grenadiers do not get grenades anymore but get access to fire-by-rank making them effectively cheap, smaller elite units that are excellent on the offense or at motivating troops.
    Eastern grenadiers (Ottoman-model) keep grenades, as they are still quite old-fashioned but do not get fire by rank.

    Last edited by Goutlard; April 11, 2019 at 12:29 PM.
    Ottoman Total Overhaul received the 2nd favorite Overhaul/Compilation Mod - 2016 award !



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