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Thread: [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!

  1. #1

    Icon4 [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!



    Divide et Impera 1.2.4 Released!

    -->Download Thread<--




    General Information

    After 4 months of beta testing and lots of work by many team members and community testers, we finally have a new release for the holidays! 1.2.4 is now out and available for download. If you use the standalone version, you will find the 2 new parts in our download thread. If you use Steam, your mod should automatically update. This new version is save compatible and features many new systems including an entirely new Battle System, a new CAI Overhaul, a new Traits System, a visual overhaul for Armenia, and many other new ideas and changes for the mod. See below for a full changelog and links to various previews. Thanks to the great community here and on Discord who have helped us test and perfect this version!


    Patch Notes
    *Both Parts 1 and 2 of the standalone mod have been updated!
    *Save game compatible.


    Battle Stats Overhaul Based on KAM's Experimental Pack
    - Extensive stat overhaul that makes them much easier to understand and compare.
    - Larger importance placed on unit armor and experience.
    - Added minimum amount of ranks per units type, no more “spaghetti” lines.
    - Battle AI overall has been improved in terms of AI decisions and strategy.
    - Formation attack has been removed to fix the issues with AI Roman units being underpowered in some situations and problems with animation teleporting.
    - Romans now have an ability that will allow them to hold formation.
    - Unit speed is now more streamlined and varied. Heavy and medium infantry are unable to sprint outside of charge, light infantry moves noticeably faster.
    - Overall, walking speed has been increased to avoid prolonged march or waiting for reinforcements
    - Spotting Distance Reworked – due to AI improvements in recent CA patches, AI does not benefit anymore from nearly unrestricted unit spotting. This patch how reworked has spotting works, making light units more useful due to their better scouting. Player will not be able to see enemy deployment, making your own deployment more important as you won’t be able to perfectly set your own units vs AI deployed units. Units with guerilla deployment and good hiding skills are more dangerous and useful.
    - Unit Cost Overhaul – units have their prices redone to match new changes to unit stats.
    - Various tweaks to unit UI and stat representation.
    - Spear and pike infantry are noticeably better at defending from cavalry charges.
    - Roman auxiliary cavalry is now working as a ranged/melee hybrid, skirmishing for a bit before closing in for a charge.
    - Single soldiers can be again attacked by multiple enemies, meaning melee is not restricted to 1v1 fights.
    - Wardogs reworked, they are very effective vs light units but very weak vs armoured units
    - Elephants a bit better in melee, morale slightly increased, armour slightly reduced
    - Elephant charge fixed – We have figured out a game issue that wouldn't allow elephants to cause significant damage, especially deadly vs light units
    - Chariot damage from charge figured out - Chariots deal better damage if they fight in deeper formation as following ranks ride over knocked down infantry, especially deadly vs light units
    - Ranged infantry is now much weaker vs cavalry charges
    - Lowered morale penalty for death of your commander during battle
    - Increased HP of buildings by 50%
    - Fixed floating dead horsemen bug for some cavalry units.
    - Short pikes are now better vs armoured units
    - Germanic pikes size increased from 200 to 300 due to being light, short pike unit


    CAI Overhaul by ScipioTheGreat
    Listed below is a brief overview of the changes and additions to the CAI with this rework. It is important to note that these are dependent on faction personality settings, probabilities, and a number of other general factors.
    - AI minimum success chance to attack: 25% -> 40%
    - Better financial/development management and decision making
    - Will utilize navies in a more beneficial way. Following action ratings have been increased:

    • Defend settlements
    • Protect strategic areas such as sea regions
    • Smarter and higher use of stances, and will raid/patrol in more decisive areas

    - Invasions and attack operations will be more frequent, powerful, and impactful on the campaign map

    • Bigger build up and larger groups used
    • Higher chance of fellow AI allies participating & providing support
    • Other Neutral/hostile factions will take advantage of the opportunities that arise from these events, and one can expect more war declarations and military actions against either the attacker, defender, or both

    - AI will exploit any windows of opportunity more frequently and aggressively. Strategic placement and defense is of much greater importance
    - Varying on the faction type and personality, Settlements are more likely to be the targets of attacks, and desirability to capture strategic regions has been raised
    - More effective stack management introduced:

    • Navies wont get stuck in far out sea areas
    • Pathfinding issue over land that caused stacks to get stuck while en-route to an objective has been fixed
    • Abnormal defense actions and retreat decisions fixed
    • AI will group stacks together to be used in various roles, such as defending, attacking, and movement actions
    • Minimum navy and army stack unit numbers increased

    - Nearby threats and events will see a higher chance of response by the AI. If the player is noticed building up and massing forces, the AI is more likely to provide response measures
    - Agent use and management reworked to be better balanced.

    • Used defensively more
    • Attack regional enemy agents
    • Support army forces and attack operations

    - More realistic and improved weighting values. Decision and action-making will be more appropriate and intelligent. The AI will take a number of reworked variables into consideration
    - Financial management changed to make the AI focus more on economical, military, and naval development and funding, instead of less important aspects

    • More naval spending
    • Lowered and balanced cost and reoccurring upkeep considerations
    • Increased Diplomatic funding slightly, and funding to be more viable for urgent and valuable agreements
    • Better long-term development decision making



    Traits Overhaul - See Preview
    - New Changing Traits that will increase and decrease based on in game actions and situations.
    - New Background Trait images that will help distinguish the different ones.
    - These traits will be added in save games and should be compatible.

    Armenian Appearance Update & Changes by Agrez - Preview
    - All Armenian units have had their looks updated with newer textures and assets.
    - Faction name, character names, population classes, party names, and faction leader title have all been changed to be more historically accurate.
    - Big thanks to Agrez for the appearance overhaul and Vardan for all the help with research and faction information.

    Ancillary Changes
    - Ancillaries have been moved to different slots. There are now 3 slot types: Equipment, Military Advisor and Civilian Advisor. In save games, some ancillaries may disappear but will reappear when the slot is changed the first time.

    Agent Skill Changes
    - Agent skill effects have been changed and reworked. Many older and obsolete effects have been replaced. Some ability unlocks have been moved to different skills.

    Pirates & Raiders
    - New Pirates mechanic! At various turns depending on the faction, pirates have a chance of spawning in traditional raider areas. So, watch out!

    New Medewi Units
    - 2 New Medewi units have been added for the ancient Kingdom of Kush. One is a very unique quilted cataphract unit and another is a noble archer unit.

    Balancing/Fixes
    - Added season effects to the RoR DLC campaign. Armies should now have a bit less movement as intended.
    - Small reduction to party loyalty and sanitation effects from technologies.
    - Changed "squalor" public order effect to "unrest" instead to distinguish it from the sanitation/squalor system.
    - Changed faction group traits for Daco-thracian and Illyrian tribes to increased income from battle captives and increased detection of hidden armies and characters.
    - Changed one of Rhodes' faction traits to improve naval movement in campaign and battles.
    - Added some of the new Etruscan units from our RoR roster to the GC Etruscan roster.
    - Fixed Mercenary elephant units cost/upkeep being accidently lowered. They are now expensive again.
    - Changed Mauryan elephant unit armor to be more in line with other elephant units.
    - Added extra food from regions in the Macedonian Wars campaign.
    - Decreased the food cost of level 1 Foraging.
    - Changed Seleucids to start as a Kingdom rather than an Empire (new campaign only)
    - Added fertility effects to various character personality traits.
    - Lowered child mortality rates a bit.
    - Reduced Empire Maintenance lowering effect from female character ranks.
    - Changed Triumph trait triggers to work properly.
    - Reduced loyalty effects from husband and wife ancillaries since they were stacking.
    - Changed temple upkeep to affect only its region rather than the entire province.
    - Roman Antesignani unit changed to be a heavier armored unit to better match sources and help distinguish it from the Marian auxiliary options
    - Illyrians now have access to supply ships.
    - Changed various main menu background options to new images rather than the old help tips. Thanks to Jim_Riley for one of the images.

    Smaller Fixes
    Spoiler Alert, click show to read: 
    - Fixed mispelled Egyptian Galatian unit name.
    - Fixed Armenian Medium Cavalry having wrong animation assigned, fixed Nakharar and Medium cavalry having ammunition assigned.
    - Fixed Mauryan bodyguard unit having concentrated fire ability.
    - Changed Mauryan 2h mace unit to population class 2.
    - Fixed mispelling in Rhodes' faction name in Macedonian Wars.
    - Fixed incorrect value when damaged for an effect on a tier 4 Armenian temple.
    - Added missing sanitation effects for Carthage technologies in HatG.
    - Fixed Egyptian female characters in IA campaign having double political traits (only affects new characters probably)
    - Fixed Volsci RoR faction having 2 starting celtic units (new campaign only)
    - Fixed some Roman Iberian auxiliaries having the wrong audio type.
    - Fixed HatG and IA Roman auxiliary barracks missing banditry and PO effects.
    - Removed Sparta and Rhodes special capitals from Mac Wars campaign since they are walled cities in that campaign (new campaign only).
    - Fixed a typo in a year in history message.
    - Fixed the Colosseum having a lower public order bonus than the tier 4 arena building.
    - Fixed Italians missing elite cavalry recruitment entries in RoR.
    - Added starting farms for Macedon in Macedonian Wars campaign so they don't start out negative food. (new campaign only)
    - Fixed Seleucid/Baktria missing supply baggage train recruitment from grain silos.
    - Fixed AOR Libyan Cavalry unit missing weapons.
    - Fixed Caesar in CiG starting with 2 political rank traits.
    - Fixed Cretan archers having bugged shield displays.
    - Removed Thorax pike commander options from several Greek factions mistakenly left in the mod.
    - Fixed several units missing from Rhodes' custom battle roster.
    - Fixed Rhodes' chapter missions using Pergamon missions in the later game (new campaign only)
    - Fixed Sparta in WoS original submod missing government and faction leader texts.
    - Fixed CiG Roman roster missing Chieroballista.
    - Slightly turned down fertility rates, removed some fertility bonuses previously added to a few personality traits.
    - Fixed Medewi missing navies and artillery in custom battles.
    - Added food consumption to Colosseum
    - Fixed Thracian gold town having wrong icon.
    - Fixed missing CAI values for Bibracte special capital, the AI should now upgrade it.
    - Fixed missing name and some effects for tier 5 Odryssian library.
    - Reduced various ancillary effects since you can have 3 per character now.
    - Fixed Pontic Bronzie Shield population class assignment.
    - Added Georgian sword unit to Kartli's roster.
    - Added Armenian mercenary unit to Caucasian mercenary pool (new campaign only)
    - Fixed most garrison hoplites having the old shorter spear type.
    - Fixed a typo in the Etruscan hoplite unit description.
    - Changed the Libyan roster in HatG to use the newer units from recent overhauls.
    - Fixed some AI Iberian factions missing units from rosters in HatG.
    - Added Bibracte special capital to IA campaign (new campaign only)
    - Lowered amount of food gained from spy's steal food ability.
    - Increased food production and income from tier 3/4 fishing ports.
    - Fixed unit description for a Parthian sword unit.
    - Fixed a Mauryan sword unit missing javelin models.
    - Increased some ancillary effects that were lowered too much previously (for melee attack/defense)
    - Lowered diplomatic negative for trespassing.
    - Fixed Daci rebel flag emblem that was too dark.
    - Fixed spy skill having wrong tier 2/3 effects (values were reversed)
    - Fixed Bibracte having wrong garrison assignments.
    - Fixed missing unit set assignment for Syracusian Royal Cavalry.
    - Fixed Pontic Lancers and Peltasts not being upgradeable at Thorax reforms. This fix will only be effective in campaigns that have not hit Thorax yet.
    - Fixed Illyrian tier 4 port missing its name.
    - Increased food from Piraeus special building to go along with recently increased fishing food port buff.
    - Fixed Mauryan bodyguard unit missing javelin models.
    - Slight increase to Athena temples research and culture bonus.
    - Fixed some chapter mission images having the wrong cultural type


    Credits
    - Huge thanks to Agrez for the work on the Armenian visual update! Including some new and previously used assets from Nez, Cataph, Kaziel and Stealth4Health.
    - Big thanks to all the various testers who helped do targeted testing on the new CAI and BAI including hoho96, Helvetinbarbaari, Lysander of Sparta, Satansblofish, Burtonias, Alexander, DMW, Grand Admiral Gilad Pellaeon, Matelagnier, TheHellene and Weedo Imperator.
    - Thanks to Vardan the Great for help with the Armenian research and faction information.
    - Thanks to Lysander for the preview video!
    - Thanks to Jim_Riley for one of the new background images.
    - Massive thank you to all the people who helped test the beta and give feedback, we could not have done it without our wonderful player community!

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  2. #2

    Default Re: [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!

    Also, if you have been using the beta make sure to delete that fix pack from your data folder - and also make sure to get both new parts of the standalone if you use that as well!

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  3. #3

    Default Re: [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!

    Thank you very very much, Team!

  4. #4

    Default Re: [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!

    Yesss thank you eairly Christmas present

  5. #5
    Master Celeborn's Avatar Libertus
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    Default Re: [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!

    Thank you, please a fall of eagle release

  6. #6
    suras333's Avatar Semisalis
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    Default Re: [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!

    Thank you and Merry Christmas / Craciun Fericit!
    Last edited by suras333; December 24, 2018 at 03:28 PM.

  7. #7
    elementall's Avatar Libertus
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    Default Re: [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!

    Niceeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee, idolos, heroes, grosos

  8. #8
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
    took an arrow to the knee

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    Default Re: [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!

    Santa came early this year! Knock yourselves out guys!
    Last edited by ♔Greek Strategos♔; December 26, 2018 at 04:32 PM.

  9. #9

    Default Re: [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!

    Thanks DeI team! Merry Christmas!

  10. #10

    Default Re: [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!

    Happy holidays all and especially to the dei team! You guys have probably heard it hundreds of times I'm sure but what you made is something really really special and it brings a lot of entertainment to a LOT of people in so many ways.

    Thank you all for allowing us to dive into the ancient world like no other mod or game allows!


  11. #11

    Default Re: [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!

    Perfect. Thank you so much y'all. Great work.

  12. #12
    Nilte's Avatar Civis
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    Default Re: [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!

    Best christmas gift ever! You just made my day. Big thanks [emoji16] and merry christmas to you all

    Skickat från min SM-G965F via Tapatalk
    Last edited by Nilte; December 24, 2018 at 03:02 PM.

  13. #13

    Default Re: [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!

    Best present eveeeeerr!!! Thank you so much for all the work everyone's put in and Merry Christmas!

  14. #14

    Default Re: [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!

    Thank you guys ! Thank you so much for all of your work, this is amazing, Joyeux Noël !

  15. #15

    Default Re: [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!

    Thanks for the gift!

  16. #16

    Default Re: [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!

    Thanks team, Enjoy the Festive period.

  17. #17
    Fernandesz's Avatar Foederatus
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    Default Re: [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!

    THANKS for the gift!! Let's play!!
    BORA BAHHEAAAA !!!


  18. #18

    Default Re: [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!

    Looks great! But I can't seem to play as Sparta?

  19. #19
    KAM 2150's Avatar Artifex
    Patrician

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    Default Re: [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!

    You need DLC to play as Sparta, Athens and Epirus.
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  20. #20

    Default Re: [RELEASE] Divide et Impera 1.2.4 Released! Merry Christmas Everyone!

    Thank you sir!

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