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Thread: 1.02e Beta Patch Released - Change log and preview updated

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  1. #1
    UMCenturion's Avatar Ducenarius
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    Default 1.02e Beta Patch Released - Change log and preview updated

    Hi All - just released the beta patch we've been working on - https://steamcommunity.com/sharedfil...?id=1444352444 This is a seperate DL - as we cannot assure that this will affect saved games. Please report any issues specifically to this patch in here: There are some items we are aware of that need ironing out, and we will update the patch later today. Thanks!

    Changelog:
    1.02e is essentially what was intended for 1.02d - but with improvements or fixes to those listed below.

    A new Fame system implemented to explore the political complexity of the ancient realms further: historically, threats to many ancient kingdoms came from within, posed by ambitious generals or claimants. After success in foreign lands, these would amass great fame and support, leading to famous civil wars (The Great Roman Civil War and subsequently the Wars of the Triumvirate, the Seleucid Dynastic Wars or the Alexandrine Civil War). Characters with great military successes are more prone to become disloyal and form their own faction. Conquests, battles and influence are the three main determinants of the Fame mechanic.
    Characters are now influenced by their mothers when coming of age. The mother's trait makes the character likely to pick up certain traits, adding to the importance of female characters in politics.
    11 new Carthaginian buildings: Drill Field, Artillery Range, Missile Range, Healer etc.
    7 new Parthian native units: Early General, Late General, Cataphract Archers, Parthian Spearmen, Parthohellenic Thureophoroi, Parthian Skirmish Cavalry, Late Parthian Horse Archer

    Graphical:
    New Hellenic building styles on campaign map
    Spoiler Alert, click show to read: 


    Campaign

    Regional Integration mechanic now introduced for Carthage and Roman factions. Having an administrative edge over its historical rivals, Rome is able to integrate conquered territory more efficiently, meaning they are able to extract more of the potential value from a region. 'Regional Integration' is a mechanic tied to the main settlement and works by reducing income and upkeep in a region, which represents limited control over a territory; this effectively reduces the margin of profit from the area, allowing players to build either wide (conquer many regions) or tall (integrate their regions into their core territory to make full use of the region's potential). This mechanic aims to slow down conquest in a realistic way, and differentiaties the different government types even further.
    Campaign AI: Now more aggressively attacks nearby settlements and will be more prone to sally forth when under siege
    Campaign AI Recruitment: Should now recruit more forces
    Reworked effects from Roman and Carthaginian main settlements
    Reworked base cultural influence ("Local Traditions" mechanic) in all campaign regions. Cultures native to an area now have higher influence, making historical regions such as Persia much harder and slower to convert to your culture. Thus native discontent will last longer
    Reduced effects from native discontent slightly
    New Pontic building and unit descriptions
    Unit upkeep now increases after certain technological advancements
    Can now recruit and replenish in provinces that are rebellious, albeit at heavily reduced capacity
    Added higher bonus to public order from lowering taxes
    Adjustments to several edicts
    Removed 'Powerful Senate' Roman faction trait
    Reworked faction and culture traits for Rome and Carthage
    New faction traits for Pergamon
    Tweaked effects of some Ruler traits
    Tweaked effects from several ministerial offices
    Updated Nabatean main settlement upkeep costs
    Characters with command level 7 and higher can now initiate night battles
    Fix to Carthaginian native discontent which is now normal
    Fix where the player would build too tall siege equipment against Iberian and other barbarian cities
    Fix to several building names that were previously bugged
    Visual improvements to display of certain building effects
    Startpos updates to traits and factions



    Battle

    In-battle crash fix for various factions (incl. Pontus) involving skirmish/ranged units
    Reduced the size of elephant units to 16 elephants (24 previously)
    Increased the mass of elephants, allowing them to break up formations more efficiently
    Increased ammunition of late Roman skirmishers to 9
    Fix to unit fatigue that would sometimes not properly apply to certain units. Reworked fatigue gain for different unit classes
    Reduced ship hit points
    Slightly increased artillery damage (land and naval)
    Last edited by UMCenturion; July 21, 2018 at 03:26 AM.

    Mod Lead - UI/2D Art - Custom Map Editing

  2. #2

    Default Re: 1.02e Beta Patch Released

    Hurray! There goes the rest of my day (and evening and most of tomorrow )

    Good work guys
    Last edited by Swarbs; July 18, 2018 at 10:46 AM.

  3. #3
    Foederatus
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    Default Re: 1.02e Beta Patch Released

    First battle and the elephants killed me...all 4 units of velites did little to no damage to them. They demolished me.

  4. #4
    Mr.Gorby's Avatar Semisalis
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    Default Re: 1.02e Beta Patch Released

    Very well. And where can I read the contents of the patch?



  5. #5

    Default Re: 1.02e Beta Patch Released

    4tp submod dont seem to work with the beta

  6. #6

    Default Re: 1.02e Beta Patch Released

    Elephants are somewhat bugged or OP...I had all 4 veliteson them + 2 numidian cav and volleys did nothing to them...managed to rout them after throwing at them all my ammunition and couple of units...Is that how it's suppose to be?

    Also projected income is bugged? For example it say +400 next turn but I get much more...I have tested this for 6 turns...For Rome atleast...

  7. #7

    Default Re: 1.02e Beta Patch Released

    its only 4tpy on a new game. if i save and take a break and load it is 2tpy

  8. #8
    UMCenturion's Avatar Ducenarius
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    Default Re: 1.02e Beta Patch Released

    4tpy is not compatible, but will soon be once this patch is integrated with the main pack.

    Mod Lead - UI/2D Art - Custom Map Editing

  9. #9

    Default Re: 1.02e Beta Patch Released

    Just opened Atilla and a mod is updating. Is it an integration of the 1.02e into the main pack?

  10. #10

    Default Re: 1.02e Beta Patch Released

    why in the world are the elephants in the zama battle so tough? like if they are from the original game... please fix asap

  11. #11

    Default Re: 1.02e Beta Patch Released

    Quote Originally Posted by Totalknight View Post
    why in the world are the elephants in the zama battle so tough? like if they are from the original game... please fix asap
    It must be something related to the scripted battle itself. If you run a custom battle with the same elephants, you'll notice they are much weaker. Will look into this
    Campaign modder for Ancient Empires


  12. #12

    Default Re: 1.02e Beta Patch Released

    Pontus still crashes during sieges, also wives don't appear to have any traits

  13. #13

    Default

    Nabatean is still having loyalty issues. I was able to avoid civil war with the firs gov I had to assign but unable to with any others you assign. (i.e. I had Ma'in join my empire and needed a new gov and chose to go with Hijr and he started out with 0 Loyalty because he has more power then my main leader.) might want to tweak these guys some more. I'm attempting another playthrough and will post more info as I come across things.

    also, projected income is bugged and showing higher values than what is really coming in next turn.
    Last edited by Abdülmecid I; July 20, 2018 at 07:54 AM. Reason: Consecutive posts merged.

  14. #14

    Default Re: 1.02e Beta Patch Released

    Quote Originally Posted by Saxon Rising View Post
    Pontus still crashes during sieges, also wives don't appear to have any traits
    I'm not getting any issues with wives on my end. Can you provide a screenshot? Is it limited to a certain faction or does it happen for everyone?

    In terms of Pontus - is the crash against a particular enemy, or/and are you fielding certain units that may be implicated in the crash? Does it happen in a specific situation every time?
    Campaign modder for Ancient Empires


  15. #15

    Default Re: 1.02e Beta Patch Released

    Trait-less wives: problem seems to be limited to Pontus. They still make babies though

    Battle crash: against any enemy, at least the ones I've attacked. I restarted the Pontus campaign, laid siege against Galatia on the 1st turn and the same crash happens (unless I only fight with the general) I heard from another thread that you found the bug so I look forward to the next patch!

    Also Armenian infantry is too weak even with Tier 3 armoury, higher tier infantry is only available after upgrading land grants or settlements all the way to Tier 4. You might wanna give them a buff






  16. #16
    UMCenturion's Avatar Ducenarius
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    Default Re: 1.02e Beta Patch Released

    Quote Originally Posted by Saxon Rising View Post
    Trait-less wives: problem seems to be limited to Pontus. They still make babies though

    Battle crash: against any enemy, at least the ones I've attacked. I restarted the Pontus campaign, laid siege against Galatia on the 1st turn and the same crash happens (unless I only fight with the general) I heard from another thread that you found the bug so I look forward to the next patch!

    Also Armenian infantry is too weak even with Tier 3 armoury, higher tier infantry is only available after upgrading land grants or settlements all the way to Tier 4. You might wanna give them a buff





    In the next patch that will be released, should be fixed. please let me know otherwise

    Mod Lead - UI/2D Art - Custom Map Editing

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