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  1. #1

    Icon4 Divide et Impera 1.2.6 Released!



    Divide et Impera 1.2.6 Released!

    --> Download Thread <--

    BOTH Part 1 and Part 2 updated for standalone version!
    Save compatible


    Overview
    After many months of our public beta, we are happy to announce the new mod update has been released. Thanks to so many people who helped to test the beta and give feedback! This new 1.2.6 update includes a lot of major battle changes, various new units and reforms, new faction traits and many new campaign features and fixes. You can find the details of the patch in the notes below and also the credits for so many wonderful contributors. Everyone please make sure to thank KAM, who has worked long and hard on large parts of this update!

    Patch Notes

    *BOTH Part 1 and Part 2 updated for standalone version!!
    *Save compatible

    Battle Changes


    Balance and other changes:
    - Ranged attack and reloading now properly apply fatigue to units.
    - Fatigue penalty increased but it takes longer to reach the various tiers.
    - Slightly increased unit spotting range.
    - Reworked unit experience threshholds.
    - Reworked morale values to make them more balanced throughout a campaign.
    - Reduce killing power of infantry charge, units with expert charge defense can effectively counter charges.
    - Melee intervals (cooldown between attack animations) lowered from 3 to 1.5 seconds.
    - Spear units are now tougher to kill in melee, Sword units have a bonus vs infantry.
    - Unit hitpoints and weapon damage reworked, hopefully cavalry and elephants will take less casualties from autoresolve
    - Various specific units like agrianian infantry, Socii units and war dogs reworked.

    Ranged Combat Changes:
    - Artillery ammo reduced, slightly increased damage to siege equipment from fire.
    - Iberians now have access to their historical flaming javelins.
    - Fixed trajectory of horse archer attacks sometimes preventing AI from fully using them.
    - Added small knockback chance to all ranged weapons when soldiers are wounded by projectiles.
    - Cavalry harder to decimate by precursor javelins of infantry but those javelins can now disrupt charges with knockback.

    Battle AI Behavior:
    - AI should now use disciplined formation in defensive battles.
    - Both Shock and Melee cavalry are classified as shock cavalry now to improve AI use of those units.
    - Infantry without ranged weapons will now properly brace vs cavalry and will use non phalanx formations properly.

    Unit Movement and Combat Animations:
    - All Thureophoroi and 2handed non heavy units now have 3 speed.
    - Pikes and Hoplites have a harder time passing through enemy units.
    - More rare kill animations should play out.
    - Slight increase to medium and heavy infantry speed.
    - Increased unit acceleration and deceleration speed to improve unit spacing after charge.
    - Improved unit spacing for many units and fixed issues of unit overlap.
    - Increased variety between soldier heights for various units.

    UI Changes
    - Fatigue penalties are now added to the unit status (i.e. Fresh 100% strength, Tired 70% strength)
    - Morale % is now displayed on the unit UI status when you hover over your unit (i.e. Eager Morale 85-100%)
    - Added ranged stats to elephant UI display

    New Special Horses & Cavalry Changes

    - Various units now have special horse types that give them specific bonuses.
    - New Thessalian horse entry that combines both speed and charge power.
    - Numidian horse that lacks charge but has great speed/acceleration, guerilla deployment and ignores ground penalties.
    - Celtic Mairepos warhose that has speed and a greater charge power due to size.
    - New Parthian Nisean horses as well.
    - Camels now have custom weapon entries with a combat advantage over horses and a larger morale hit against cavalry.
    - Reduced and added more variety to cavalry running speeds.
    - Elephants have been reworked - they are more resilient against ranged and a bit easier to kill in prolonged melee. Fixed an issue where some tower elephants had double the hitpoints intended.
    - Reduced strength of frontal cavalry charge on fresh units but increased ratio of AI cycle charging. AI will cycle charge less if they are doing well in melee.
    - Cavalry takes larger casualties when pulling out of combat.
    - Iberian horses once again have their unique look and changed look of Iberian armored horse.


    Campaign\Unit Changes


    New Median Overhaul and Reforms (Preview)
    - New reform units added for Atropatkan. Around 9 new units, added at 2 reform levels.
    - 2 new custom reforms: Iranian (65 turns) and Imperial (211 turns and certain regions).
    - Media can now confederate with other Persian factions.
    - New faction emblem and unit cards.
    - New Persian culture emblem.

    New Units For Other Factions
    - 3 new Spartan units, new Parthian unit, new Nabatean unit, updated Rhodian unit, new Cretan Mercenary unit, new Sarmatian unit and new Hellenic AOR Galatian unit.
    - Changed visuals and stats for Camillan Equites and Campanian Cavalry.
    - Changed visual for Syrian elephants.
    - Updated visuals for three Parthian Cataphracts units and Dahae Nobles.

    New Barbarian Faction Traits from DMW
    - Updated traits for Gallic, Germanic, British and Iberian factions to make them much more unique.
    - Highlights include the Arverni's new ability to form client states, new population system interaction for various factions, and more.

    Naval Overhaul Summary from Demosthenes26
    - Ramming speeds, acceleration, and base ramming damage have been increased to make ramming more effective. Most ships can sink a ship of the same type in two rams. This makes double-teaming a great tactic, as a follow-up ram from a short distance has reduced force.
    - Updated the recruitment templates for all AI Hellenic factions, reflecting battle fleets and patrol fleets with historical faction considerations. Generally an "early" and a "late" version of each, with the late version given preference once those ships are available.
    - More Scorpions added on Tetreres level ships and up.
    - Lighter vessels now have further campaign movement range than heavier vessels, allowing for patrol vs battle fleets.
    - More Hellenic factions can recruit Hexaremes and Hepteres, with variation depending on the faction.

    New Capital Change Button
    - The button has been moved to a new location in the top right of the settlement panel. Thanks to DETrooper for the UI wizardry!
    - The button will no longer have the overlay problem for some players after battles and will no longer open the encyclopedia when clicked.
    - Some text issues fixed.

    Major Campaign Changes
    - Barbarian transport ships will now be immune to attrition when near one of their cities.
    - Fixed AI Carthage's defense script and made it more robust.
    - Women generals for factions that have them now receive the Commander/Brawler/Scholar traits.
    - Women politician-only characters now have special personality and background traits. Existing women in save games will retain older versions of these traits.
    - Agents now have new background traits with effects better suited for them. Existing agents retain older traits.
    - Fixed various ancillaries that were triggering but not being assigned (thanks MrTimbe!) and lowered some chances for ancillaries that were happening too frequently.
    - Slight reduction to overcrowding effect on 1st class population.
    - Commander trait will no longer decrease from "close victories".
    - Intellectual trait has a slightly higher chance to increase and slightly lower chance to decrease.
    - New faction emblems for various factions to make them more in line with other emblems. Thanks to Jake!
    - Unit costs and upkeep have been recalculated based on new stats and battle changes. Also, various core mercenaries have had their costs properly increased.

    All Factions Playable Submod

    - Victory conditions have been added for all factions.
    - New frontend map images for all factions from Lugos. Huge thanks!
    - Fixed issue where autosaving wasn't working properly.

    Smaller Changes/Fixes
    - New Persian culture emblem added.
    - Fixed various units not being properly designated as bodyguard units and missing out on commander effects.
    - Changed supply system region names to match our city names rather than the now defunct region name system.
    - Fixed Seleucid Companion cavalry unit not properly locking when late version is made available through reforms (new campaign only).
    - Replaced Companion Cavalry unit card with older version.
    - Fixed typo in intellectual trait description.
    - Fixed missing ancillary image.
    - Increased food, agriculture income and sell food edict income effect from livestock farm buildings.
    - Increased income and income modification effect from livestock forum main city building.
    - Fixed Athenian AOR hoplite description text
    - Fixed bugged Illyrian general skin
    - Changed Libyan Hoplites for Carthage to 3rd class.
    - Fixed light cavalry masters army tradition having inverted effects for tier 2/3.
    - Reverted Apulian and Lucanian unit hoplon patterns to older versions.
    - Fixed starting RoR Roman family leader traits
    - Added new unit cards for Egypt Thorax swords and 2 Macedonian bodyguard units.
    - Fixed population size for a Meroe unit.
    - Fixed a Barbarian ancillary image.
    - Added missing effects to Syracuse HatG special temple.
    - Fixed flavor text for Military Academy buildings.
    - Fixed Galatian Noble cav missing legs.
    - Fixed incorrect upgrade chains for Hellenic iron main city buildings.

    Credits
    - KAM for all the crazy hard work on so much of this update - from the battle changes to the Media overhaul!
    - Mr Timbe for the hard work helping to fix the ancillary issue and the great help with the barbarian supply transports. Big thanks!
    - Lugos for all the great work on the AFP submod art
    - DMW for the hard work on the faction trait ideas
    - Big thanks to DETrooper for the UI work on the change capital button!
    - Thanks to Jake for the new Media emblem and many faction emblems.
    - Thanks to Paladin94610 for the help with various fixes!
    - Once again big thanks to sourav for the Media unit cards.
    - Major thanks to Demosthenes for all the work on the naval changes
    - Thanks to Celticus for the new sword model and helmet texture.
    - Thanks to Shapur e Sassani for help with Median names.
    Last edited by Dresden; July 17, 2020 at 01:50 PM.

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  2. #2

    Default Re: Divide et Impera 1.2.6 Released!

    Thanks for the hard work DeI Team!

  3. #3
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: Divide et Impera 1.2.6 Released!

    ohh, this looks like a long weekend now
    Spoiler Alert, click show to read: 
    Quote Originally Posted by k/t View Post
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    Learn. I didn't know how to do anything when I got this game, and now I know how to do quite a bit. Volunteer. Struggle. Figure it out.
    There are lots of cool mods that never see the light of day because people don't realize that mods need workers, not watchers, or realize it but continue to watch anyway.

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  4. #4

    Default Re: Divide et Impera 1.2.6 Released!

    Wonderful! Great job everyone.

    Now just need that Athens update.

  5. #5
    Alwyn's Avatar Frothy Goodness
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    Default Re: Divide et Impera 1.2.6 Released!

    Impressive work, congratulations on the release of 1.2.6!

  6. #6

    Default Re: Divide et Impera 1.2.6 Released!

    Great job on the update! Just one question, I have been playing a multiplayer campaign with the latest beta patch, can I just move to the new version or would that cause problems?

  7. #7
    Jake Armitage's Avatar Primicerius
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    Default Re: Divide et Impera 1.2.6 Released!

    Quote Originally Posted by Master.Mind View Post
    Great job on the update! Just one question, I have been playing a multiplayer campaign with the latest beta patch, can I just move to the new version or would that cause problems?
    if you were playing with the beta update then yes, more or less you shouldn't have real issues
    if you were playing with 1.2.5 then no, should be playable but with some real issues

  8. #8

    Default Re: Divide et Impera 1.2.6 Released!

    Quote Originally Posted by Jake Armitage View Post
    if you were playing with the beta update then yes, more or less you shouldn't have real issues
    if you were playing with 1.2.5 then no, should be playable but with some real issues
    Thanks, but considering how much effort it was to get the DEI multiplayer campaign running, I should probably play it safe for now.

  9. #9
    gary's Avatar Domesticus
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    Default Re: Divide et Impera 1.2.6 Released!

    wow... well don all those involved with the update.
    My Granfather Frederick Avery.Battalion Boxing champion. Regiment.The Kings Own Yorkshire Light Infantry. dorcorated D.C.M. M.M.
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    "Burma, 1942"
    My grandfather was a hero, modest, quiet and wounded twice, in hand to hand combat at Casino Italy.

  10. #10

    Default Re: Divide et Impera 1.2.6 Released!

    I will test it in this weekend.

  11. #11

    Default Re: Divide et Impera 1.2.6 Released!

    It should be fine. If you were using beta, probably no issues. If you were using pre-beta, then some issues like new Median units won't be reform locked.

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  12. #12

    Default Re: Divide et Impera 1.2.6 Released!

    Amazing mod!

  13. #13
    Foederatus
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    Default Re: Divide et Impera 1.2.6 Released!

    Thank you very much for the effort, greetings from Spain.

  14. #14

    Default Re: Divide et Impera 1.2.6 Released!

    Hi! I noticed that in this update etruscans have not some spear units that were added to them in previous update. Can you please check it and add them once again?

  15. #15

    Default Re: Divide et Impera 1.2.6 Released!

    Quote Originally Posted by Honduras91 View Post
    Hi! I noticed that in this update etruscans have not some spear units that were added to them in previous update. Can you please check it and add them once again?
    As far as I know nothing was changed with their roster.

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  16. #16

    Default Re: Divide et Impera 1.2.6 Released!

    Quote Originally Posted by Dresden View Post
    As far as I know nothing was changed with their roster.
    Thank you! I reinstalled mod and it is all right now

  17. #17

    Default Re: Divide et Impera 1.2.6 Released!

    Well done with the naval combat rework. It used to be an excruciating, drawn out, pain in the ass, trying to babysit a tangled clump of ships after the first contact. I didn't think naval warfare in this game could ever be redeemed. Now engagments are quick and decisive, microing ships on ramming missions produces results instead of just headaches, and I'm actually enjoying naval engagments.

    What do you think of altering the economy of navies so ships have higher recruitment costs, but lower upkeep? It would better represent the initial investment of constructing a fleet compared to the cost of maintenance and sailors, which spend most of the time just causing unrest at whatever port they're docked at. I doubled the construction cost and halved the upkeep in my game, and I find it to be a better balance, seeing as fleets spend a lot of time idle and can't be disbanded and reformed quickly like armies.

  18. #18
    Mastergunner_19k's Avatar Foederatus
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    Default Re: Divide et Impera 1.2.6 Released!

    Quick question...why reduce Artillery ammo? Those units did not have much to begin with with the exception of Artillery ships which had almost limitless amounts. I could understand the reduction on Naval vessels since it makes sense that a ship can only carry so many projectiles. But the Land based Artillery already had a fairly small amount of projectiles. This is not a critique but a think I was wondering about. On the positive side...great mod made even better with this latest version, a million thumbs up!!!!!

  19. #19
    KAM 2150's Avatar Artifex
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    Default Re: Divide et Impera 1.2.6 Released!

    This was due to arty being a bit OP in land battles. Sure, you can make it less accurate (while they were considered very accurate) but it made them miss walls and such. Better to make it a bit more accurate but with more limited ammo so it wont be OP in land battles but more accurate in what it is supposed to do.
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  20. #20
    Mastergunner_19k's Avatar Foederatus
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    Default Re: Divide et Impera 1.2.6 Released!

    That is a fair answer, I was just wondering about the reason for it. But certainly a very good reason since I do agree that at times Artillery was certainly a bit on the op side during land battles.

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