Page 1 of 3 123 LastLast
Results 1 to 20 of 43

Thread: Changelog v. 1.01k

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Changelog v. 1.01k

    Hey everyone! I'm uploading this changelog featuring already completed changes. This is a summary and in no way represents the full details and work that has gone into this update. Rest assured that other improvements will find their way in before its release, in particular fixes to the ongoing crashes on certain maps and AI turns. Cheers!

    Changelog v. 1.01k


    Stability:
    -
    Fix for Nordic Rebels, should not spawn anymore. REQUIRES RESTART

    Bug fixes & improvements:
    - Economical faction traits should now correctly apply their bonuses
    - Some adjusted faction traits for Rome
    - Reduced tax income bonus of Roman-Carthaginian culture trait 'Imperial Ambition' from 15% to 12%
    - Fixes to building and character effects that didn't previously apply
    - Native Discontent readjusted for factions where it was too severe
    - Rebalanced effects for trading certain trade goods
    - Rebalanced trade income
    - Locked tier 2 Eastern Libraries behind 'Philhellenism' technology
    - Revamped Building Options: clearer interface, removed a few late-tier Eastern buildings (Summer/Winter Palace) that provided no significant differences
    - Qanat Building now available in 5 tiers to all Eastern and Arab factions. Improves sanitation, fertility and modifies income in the local province
    - New effects for all Eastern & Hellenistic buildings
    - Improvements to Roman building chains
    --- Lowered income from farms
    --- Temple of Mars now provides morale bonus to recruited units in the province
    --- Increased movement range bonus from Roads
    --- Added income modifier from industry to Armory building
    --- Increased technology research rate modifier from Libraries
    --- Increased Military Repression (public order) bonus from Garrisons
    --- Added income modifier to Bread & Games edict from Entertainment buildings. Presence of these buildings greatly increase the income from and public order from Bread & Games edict
    --- Amicus et Socius should now correctly reduce income from the local region
    --- Many other adjustments
    * All changes above also carried over to Hellenistic and Eastern buildings, on top of the full rebalancing for these cultures
    - Adjusted effects for the Management attribute
    - Rebalanced Edicts
    - Rebalanced Urbanisation effects
    - Fix to effect where Seasons would reduce fertility too much, leading to food shortages and shaky economy. Fertility hits are now lower than before
    - Increased "Rebellious Populace" (public order level) tax effect to -50% tax rate instead of -100%
    - Reduced tax bonus from Political Power, making the mid-late game more challenging
    - Tweaked bonus incomes from some technologies, particularly tax bonuses
    - Fix where slavery would occassionally give unreasonably high income bonuses
    - Reduced public order impact from slavery
    - Reduced chance of getting bastard children
    - Rebellions: increased public order bonus significantly from beating rebel forces in your provinces
    - Rebalanced Carthaginian garrisons for the Main Settlement and Garrison building lines
    - Smaller and more appropriate Hellenistic garrisons from the Garrison building line
    - Backwards-compatibility for Roman main settlements (high tiers now allows full construction options)
    - Cap of Resource, Garrison and Road buildings to 1 per region. Prevents building excessive resources
    - Revised ancillary trigger conditions - now triggers in more specific scenarios, less random
    - Improved trait and ancillaries effects. More trade-offs for ancillaries
    - Slightly increased cavalry impacts from the previous version
    - Adjusted unit movement speeds from the previous version
    - Slightly slower melee combat
    - Rebalanced unit Experience gain. Distributed bonuses over the 9 experience tiers better. Experience gain should now proceed quicker
    - Adjusted effects from Pila/Javelins - reduced their impact on opposing unit's charge bonus and melee stats
    - All skirmish (javelin) infantry units have increased ammunition from 4 to 9. All skirmish cavalry units have increased ammo from 6 to 10
    - Pikemen start with pikes
    - CAI should now allocate more of its funds towards improving its infrastructure and economy, hopefully resulting in more challenging AI
    - CAI should now be more inclined to build strategical resource buildings

    Armenia:
    - Fix where the main settlement names would not display
    - Full recruitment options from main settlements now possible

    Nabatea:
    - Changed recruitment buildings
    --- Clan units now recruited from Rural Lands
    --- Tribal units now recruited from Nomadic Lands
    --- Revamped recruitment for main settlement lines, should result in clearer UI
    --- Revamped recruitment for Land Grants

    Rome:
    - Reduced upkeep cost by 20% for all units, putting Roman units closer to other factions in upkeep

    New Features:
    - New Carthaginian Army Traditions complete with a fully redesigned tree and several new icons
    - The character attribute Management now increases the effectiveness of the Raise Taxes edict and reduces the tax reduction from the Lower Taxes edict (negotiation skill)
    - Popularity reduces the public order impact from Raise Taxes edict and increases public order gain from Lower Taxes edict
    - The edict Law and Order is now influenced by the Management and Popularity attributes, increasing in effectiveness the higher the attribute
    - Eastern factions can now build Blacksmith (tier 1), Armory (tier 2) and Great Armory (tier 3) buildings. Unlocks recruitment of newly added Eastern Ballista
    - New unit descriptions for Pergamon
    - New building descriptions for all Hellenistic and most Punic buildings
    Last edited by Sheridan; June 18, 2018 at 08:02 AM.
    Campaign modder for Ancient Empires


  2. #2
    Libertus
    Join Date
    Dec 2010
    Location
    Kingdom of Sweden
    Posts
    60

    Default Re: Changelog v. 1.01k Preview

    Thank you Sheridan, I cant wait for this update.

  3. #3

    Default Re: Changelog v. 1.01k Preview

    "Rebalanced unit Experience gain. Distributed bonuses over the 9 experience tiers better. Experience gain should now proceed quicker"

    I have noticed that units taking even minor losses seem to lose experience ranks rather severely. With all the money we make as Rome, it makes sense to just disband a legion after battle and build a new one.

  4. #4

    Default Re: Changelog v. 1.01k Preview

    Thanks for keeping us up to date. When are you guys planning on releasing it?

  5. #5

    Default Re: Changelog v. 1.01k Preview

    Quote Originally Posted by Exerius View Post
    Thanks for keeping us up to date. When are you guys planning on releasing it?
    A reasonable estimate would be tomorrow evening, Saturday. There are two major areas left before it is worth updating - Rebel and AI CTDs, and a new startpos for most factions. The latter is more easily done and is even already in progress. I am confident it will be released this weekend. Sorry for the hold-up, but this longer wait allowed a thorough revision of many areas.
    Campaign modder for Ancient Empires


  6. #6

    Default Re: Changelog v. 1.01k Preview

    Quote Originally Posted by Sheridan View Post
    A reasonable estimate would be tomorrow evening, Saturday. There are two major areas left before it is worth updating - Rebel and AI CTDs, and a new startpos for most factions. The latter is more easily done and is even already in progress. I am confident it will be released this weekend. Sorry for the hold-up, but this longer wait allowed a thorough revision of many areas.
    Excellent news! I am gonna wait with my new campaign then.
    Thanks for all your hard work guys.

  7. #7

    Default Re: Changelog v. 1.01k Preview

    is UMC working on the patch ?

  8. #8

    Default Re: Changelog v. 1.01k Preview

    Will this fix the CTD rebel bug and also is it save game compatible?

  9. #9

    Default Re: Changelog v. 1.01k Preview

    I'm amazed of your commitment for this exceptional mod !

  10. #10

    Default Re: Changelog v. 1.01k Preview

    --- Lowered income from farms

    farms are the MAIN source of income in Pergamon, how affected will they be by this?

  11. #11

    Default Re: Changelog v. 1.01k Preview

    Sheridan,

    quick thing, i mentioned it on the forum but not sure it was noticed. So look at the Monuments, the second to last option actually built the Roman Pantheon, however, the description should be something else. Now, when i build the last monument, its not the Roman Pantheon like it says it should, it looks like a Greek temple. Can you fix? Looks like a swap is needed.

  12. #12

    Default Re: Changelog v. 1.01k Preview

    Yeah will fix it tomorrow. Anything else you notice that isn't in the changelog, add it here and I will do my best
    Campaign modder for Ancient Empires


  13. #13

    Default Re: Changelog v. 1.01k Preview

    Will the Noridc Rebels spawning issue fix be included in the patch?

  14. #14
    Clint_Eastwood's Avatar Tiro
    Join Date
    Sep 2015
    Location
    San Francisco/Los Angeles
    Posts
    276

    Default Re: Changelog v. 1.01k Preview

    Also please request UMC to make the changes for stone buildings to burn when sieged please. Thanks

  15. #15

    Default Re: Changelog v. 1.01k Preview

    This looks awesome. Really appreciate the work guys.

  16. #16

    Default Re: Changelog v. 1.01k Preview

    When you say more appropriate units for Hellenistic garrisons, does that mean you're taking out the elites? It seemed somewhat absurd to me to see minor settlements defended almost entirely by the supposedly elite and professional silver shield thorakitai. It seems more sensible for such garrisons to only be present in important capitols and such.

    Also, are there any plans to include more for Pergamon? It seems a strange choice to me as one of the few playable factions when it has only three(#?) relatively mediocre faction unique units and no proper city to represent its capitol. I suppose part of that is just the unfortunate nature of the Attila maps representation of the Aegean. Even so, were there not more developed Hellenistic factions to choose from?

  17. #17

    Default Re: Changelog v. 1.01k Preview

    Thank you very much for your investment.
    Will you fix the tax reduction inthe independent cities ?
    I.m really waiting for this update : this mod is so nice ��

  18. #18

    Default Re: Changelog v. 1.01k Preview

    Hey, mod team. Thanks for the amazing mod. I actually installed this mod for the first time tonight and I absolutely love it. One question: I noticed Rome 1 soundtrack in campaign always get cut off. Initially I thought it was just me but I did some research on steam workshop and it seems like it's a common issue. Do you guys have any plan to resolve this issue?

  19. #19

    Default Re: Changelog v. 1.01k Preview

    Was hoping some kind of post from UMC but still waiting

  20. #20

    Default Re: Changelog v. 1.01k Preview

    Dear Sheridan,

    any news for a fix for Crete capital faction, where you cannot sieged it, but only encircled at the moment and if you go inside the battle, the capital has walls all around, while you army will not be able to produce siege equipment.
    Also, any fix for the crash when you take/fight Crete capital ?

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •