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
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)