GreetingsThis is a work in progress fix pack that includes some smaller fixes and a somewhat larger change to battles, specifically to the way unit stats work in the mod. If you are interested in helping us to test out these changes, please download the fix pack. Simply place it in your data folder and load it before the main mod to try out the changes.
Fix Pack: http://www.mediafire.com/file/p3q1f2...xpack122b.pack
Eventually, this will be a part of the main mod. However, we wanted to get some feedback and help with testing first. There is no specific timetable for this update being added to the main mod.
Updated Oct 30
-Decreased attack and melee defence for top units, increased for low tier units, medium range units about the same
-Increased base walking speed from 1 to 1.25
-Changed minimum hit chance from 1% to 5% (For now, in future it will go back to 1% once stats are sorted out)
-Slightly increased melee intervals (To slow down the combat a bit but without changing balance)
-Added Formation Attack to some Roman units (For testing purpose, not yet added for all, please report how it works) - with changes I made in past few months Formation Attack seems to behave a lot better
-Added more realistic spacing for most of ranged infantry, overtime it will be tweaked to be more unit specific (like some being more disciplined, some in more spaced out order), please report how it performs
-Decreased penalties for melee defence from fatigue, some penalties were too high and were kicking in too fast
-Small tweaks to hoplite and phalanx formation values
-Since weapon attribute do not work, I've added weapon deadliness (AP) to maces, axes and falxes. Axes have lower overal damage but some AP damage, maces have even lower overal damage but more AP and falxes still have highest damage of all melee weapons but now with slithly less overal damage and some AP added. Current values are for testing purposes, please report how they work.
Things that we are aware of/might not work properly and they will be looked into later:
-elephants, chariots, wardogs
-some cavalry troops have problem with remounting (I will prepare specific entity for cavalry soldiers so they will be able to do that)
Update Notes (Oct 25)
Battle Changes (from KAM)
Due to extensive testing we were able to track certain parts of the battle engine that did not work as we wanted to or thought that we do not have sufficient control:
- Hit chance. This value is calculated like this: (Melee Attack + Base Hit chance) - Melee defence = Hit chance. Final value can't go below minimum hit chance and above max hit chance. This meant that before if a unit had 40 melee attack (so around elite status), 15% base hit chance and was attacking a unit of medium quality (60+ defence), the overall calculation was 55-60=-5. As you can see, this meant that pretty much most units would get negative hit chance. But, since minimum hit chance was at 10% no matter what, most units would hit that 10% most of the time, meaning that overall melee and defence stats did not matter (And also explained why falx unist were that good as they were able to hit above 10%).
- In new stat system, minimum hit chance got lowered to 1% while overall unit melee attack was increased and melee defence lowered. This means that unit stats matter a lot more.
- Overall defence, while lowered, matters a lot more now as the values rely more on personal defence than on shield defence as before. Due to errors in combat calculations, shields seem to be also included for flanking combat and were not affected by fatigue, making an exhausted unit not that much of a weaker target.
- Flanking and fatigue are much more important as the penalties for them are applied correctly.
- Cavalry charges should work better and be more consistent as their hit chance and damage will be correctly applied
- Certain units, especially those with small shields and with two handed weapons, have good starting defence but since personal defence skill is lowered by fatigue they tend to suffer more than units with good shields. This means that certain shock units will be very good at early stages of combat but if the line will hold, the roles might reverse.
- Units of marines slightly nerfed, few slightly buffed.
Changes/Additions
- Added new model for the Roman Cardiophylax (chestplate) from Stealth4Health - thanks for allowing us to use it!
- Changed Caledones negative faction trait to help improve starting situation.
Other Fixes
- Fixed Late Bactrian Cataphracts missing legs.
- Disabled Pontos' Ariobarzanes character spawn since he is a starting character.
- Fixed Syracuse chapter 8 mission having wrong technology requirement.
- Fixed wrong size of starting Arevaci bodyguard unit (new campaign only)
- Fixed faction unique Rosemarl building not being buildable.
- Fixed some German rebellion units being incorrect (were vanilla units/stats)
- Fixed Sparta main building displaying incorrect population bonuses.
- Fixed starting Arverni generals having old units as bodyguard options (new campaign only)
- Fixed late Oathsworn having 2 stamina abilities.
- Fixed starting Iceni spy missing name.
Credits
- Thanks to Stealth4Health for allowing us use of his new Roman Cardiophylax model

















