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
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!