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Thread: [RELEASE] Divide et Impera 1.2.7 Public Beta (Updated Feb 22)

  1. #1

    Default [RELEASE] Divide et Impera 1.2.7 Public Beta (Updated Feb 22)



    Divide et Impera 1.2.7 Public Beta


    Information
    After many months of work we are happy to announce our latest public beta is ready for play. If you are interested in trying it out, please feel free to download it from the link below. Many new features and changes are in this update that are detailed in the notes. Although this update is stable and ready for play, we felt a wider test audience would benefit the mod due to the various types of changes included. There are also more changes and some future work to be added as we go through the beta. We appreciate the support!

    Download
    - Beta Fix Pack (Mirror)

    Installation
    1. Download the Beta fix pack and place it in your Rome 2/data folder. This is usually found in \steamapps\common\Total War Rome II\data
    2. Run the game, select Mod Manager. Put the fix pack above the other parts of the mod in the load order (load it first). Play the game.

    Save Game & Submods Warning
    - Due to some building and subculture changes, there may be blank (unusable) building spots in some save games. This will be especially noticeable with Nervii temples and some emergent factions. For the most part this won't affect most saves.
    - Some submods may not be compatible and may cause issues with this update. Please be aware that many will have to be updated before they are fully compatible with these changes.

    Battle/Unit Changes & New Units
    - New units or updated appearances added for Egyptian, Macedonian, Syracusean, Athenian, Kartli, Scythian, Pontic, Baktrian, Saka, Roxolani and Spartan rosters.
    - Various older units and officers in multiple rosters and AOR/Merc redone with newer assets.
    - Added new spear cavalry charge animation
    - Cavalry melee damage increased by 5%-10%
    - Overhauled stats of sword thorakitai units to be more offensive based.
    - Slightly lowered missile knockback (not including pilum)
    - Lowered melee stats of wardogs
    - Lowered spacing variation for some units that caused some spacing bugs
    - Slightly increase morale penalty for exposed flanks and rear attacks
    - Reworked campaign cap of AOR units to be more in line with their cost/quality as certain elite units had higher campaign cap than levy units
    - Fixed dismounted stats of cavalry
    - Buffed stats of two handed units and axe infantry
    - Lowered melee/morale stats of artillery crews
    - Buffed stats and appearance of Arverni Veteran Spearmen, Heavy axemen and Pontic garrison spearmen
    - Buffed Numidian archers, nerfed Numidian slingers and lowered elite Numidian peltast melee slightly.
    - Thracian javelin infantry has +1 ammo, skirmishers and peltasts melee slightly increased.

    New Belgic Dual Culture Temples & Other New Buildings
    - Belgic cultures now have new temples that give both Celtic and Germanic culture to go with their new dual culture system. These temples are based on historical research and local cultural gods.
    - Added new unique Getae tier 5 commons (forum) building.
    - Added new unique Massalia tier 5 temple building.
    - Fixed Nuragic cultures in RoR having the wrong temple types.

    New Supply & Population UI Changes
    - The Settlement panel has been restructured so that the original vanilla growth points and bar are shown properly again.
    - The population total number has been moved to the right top of the panel.
    - New and/or updated buttons have been added for the supply and population summaries.
    - Units now show their population class, unit type and manpower size when you hover over them in an army.
    - Fixed a bug where Mercenary unit classes were being reported as the local region owner's classes instead of the player's classes.
    - Capital change button has been updated and improved with changing icons as well.
    - The summary texts for population and supply have been updated and improved.
    - Changed building supply production effect texts to be a bit more clear.
    - Added new link button to DeI website on in game menu.

    Baggage Trains
    - Baggage trains now lower the population requirement for an army to begin replenishment.
    - Armies with a baggage train unit now use less supplies in foreign territories for a longer period of time.
    - Baggage trains now give missile and artillery units 15% more ammunition in an army.
    - Nomad baggage trains now have the same campaign movement as cavalry and provide food to your faction when in foreign lands.
    - Roman Marian and Imperial baggage trains now have the same campaign movement as infantry.
    - Updated Baggage train descriptions to better explain their benefits.

    Disbanding & Population System Bugs
    - Fixed a disbanding bug that would cause population levels to massively decrease on the next turn, especially when disbanding whole armies/generals.
    - You can now disband a whole army or multiple units at once and get back the proper population amount.
    - Population levels should also report correctly the same turn you disband, although you have to click away to a different region and back to see the updated results.

    Faction Flags & Emergent Factions

    - New & Reworked flags for most factions and emergent factions to better fit with the overall aesthetic.
    - Changed many emergent faction names to have more historical and less generic names.
    - Fixed many inconsistencies with emergent faction cultures and subcultures.
    - Fixed various bugs with incorrect or missing entries for emergent factions.
    - Fixed various uniform color errors.

    Major Changes
    - Changed Getae reform requirements to include battles with nomadic factions or Roman factions rather than just Rome.
    - Further lowered autoresolve impact of missile units including skirmish time, ammo used and maximum kills per second.
    - Fixed the crash issue in the Empire Divided campaign associated with the Palmyra faction. May also fix some other campaigns that have Roman female leaders (using the female leader submod)
    - Added subjugation occupation option for Arverni to fit with their faction trait.
    - Fixed various Armenian temples missing cultural conversion bonuses.
    - Added experience bonus for AI generals based on imperium level.
    - Fixed population system not properly identifying enemy vs allied armies in some situations.

    Other Changes & Fixes
    - Increased positive diplomacy from marriages.
    - Updated looks for Parthian, Spartan and Media Atropatene generals.
    - Added new loading screens.
    - Greek factions can now recruit siege building units from the Syracuse capital building.
    - Fixed a lot of issues with Irish unit skins and missing or buggy textures.
    - Improved trade region effect for Petra and added a special regional bonus.
    - Added elephant units to Numidian rosters.
    - Fixed public land buildings sharing a building instance with other building types, sometimes causing them not to be available to build or convert. This mostly affected the public medicus buildings.
    - Fixed Alpine regions missing auxiliary units in IA campaign (new campaign only)
    - Fixed AI Libyan roster missing early recruitment for basic javelin and spear units.
    - Fixed chapter 1 mission unit requirements for Roxolani.
    - Added population effects for Roman/Hellenic brick industry buildings
    - Moved Getae horse archer unit to be recruitable from temples 3 and 4.
    - Moved various AI Celtic and Dacian sword units to higher building recruitment tiers.
    - Moved Lusitani elite shock infantry to tier 3 barracks.
    - Changed Italia province name to Magna Graecia
    - Changed some region names to better match historically.
    - Fixed Getae chapter 7 missions requiring wrong unit types.
    - Fixed Syrian archers disappearing when zoomed out.
    - Increased bonuses and decreased negatives from empire goverment type.
    - Moved Dacian late swordsmen to pop class 2 and Arverni veteran freeman to pop class 3.
    - Fixed new Spartan units not being recruitable from special tier 5 barracks.
    - Fixed barbarian tier 1 sieger army tradition giving wrong type of attrition bonus
    - Fixed Armenia having wrong marine types assigned.
    - Changed Armenian thureos unit to pop class 3.
    - Fixed lots of text errors thanks to Augustus
    - Fixed many elephant units having wrong population size.
    - Fixed triballi emergent faction commander options.
    - Moved Media Sparabara and Elite Sparabara to barracks recruitment and Persian Archers to city recruitment.
    - Moved Arverni late oathsworn to tier 3 barracks to match early version.
    - Fixed tier 4 egyptian temple missing pop texts.
    - Fixed all AI recruitment templates still having melee cavalry options.
    - Fixed slave income effect on special tier 4 Illyrian port.
    - Changed 2 Indian temple icons to be more in line with building icon style.
    - Renamed Mauryan empire to Maurya Samrajya.
    - Fixed Hellenic barracks tier 1 having wrong pop effect
    - Fixed wrong speed entries on some Scordisci units
    - Fixed Massalian veteran hoplite stats
    - Fixed Pergamon thorax sword unit not properly being locked to thorax (new campaign only)
    - Fixed pop class of AOR Corinthian unit.
    - Fixed various Roman ancillaries shared by other cultures not properly being added when assigned.
    - Fixed Getae unit recruitment missing from special capitals.
    - Fixed wrong stats of 2 Massalian units
    - Fixed wrong animation for Dardanian Aux cavalry
    - Fixed ancillaries with attacker siege holdout time effects doing the opposite.
    - Fixed severed head ancillary triggering for non barbarian factions and celtic turncoat being bugged for others
    - Removed Dii Rhomphaiaphoroi infantry from Dacian AI recruitment
    - Fixed Mauryan medicus and trader buildings missing names
    - Switched Galatian Thureos spear and Naked warriors unit cards
    - Moved Numidian javelins to city recruitment and slingers to barracks recruitment
    - Fixed bugged lamellar armor on many media/nomad units.
    - Fixed bugged helmet/hair textures on Iberian Vasci unit and Suebi heavy cavalry.
    - Changed pop classes for some Syracuse units and removed some AOR units from their cultural group so they will be foreign (Italian, Corsican, Sardinian).
    - Changed Mauryan armored elephants to pop class 2.
    - Fixed various Iberian units having oathsworn/Gallic audio.
    - Fixed 2 parthian cataphract units having bugged armor skirts.
    - Added 3c cult/admin buidlings back in, were missing when startpos was redone
    - Removed an incorrect unit from the Scordisci roster
    - Fixed Galatian faction effect text at campaign selection being bugged.
    - Fixed Iolei shield wall unit missing swords in formation.
    - Fixed Medewi having wrong temple requirements for cultural victory (new campaign only)
    - Moved AI Dacian Dii Rhomphaia unit to barracks tier 3.
    - Changed Medewi 2h axemen to 2nd class pop.
    - Fixed Iberian and Eastern AI commander units having wrong unit cards.
    - Removed javelin references in some unit descriptions for units that no longer have them
    - Fixed Mauryan heavy sword unit missing from custom battle and being improperly assigned to tier 4 cities instead of just barracks
    - Fixed warhorse forum and special building missing flavor texts

    Credits
    - Augustusng and Jake for all the great work on the emergent factions and other research.
    - Big thanks to Jake for the crazy hard work on all the flags and the UI!
    - Huge thanks to great research from the folks over at https://senobessusbolgon.wordpress.com/ for the new belgian temples!
    - Thanks to Davicolt for the unit card work!
    - Benjin & Rome 2 HD team – new models and fixes
    - AveMetal from Para Bellum mod for animation editing advice
    - Michal Magnachar Pavlišta of the Kmen Hardrubů for sources on Germanic equipment
    - Vandamsel/Falco – countless unit visual tweaks and fixes
    - Elon Rodney – idea about better AI generals spawn based on AI imperium level and Jake for the implementation
    - KLA for the great new helmet textures!
    - Thanks to Steve_Raptor and Q_Sertorius for helping report the disband pop issue.
    - Thanks to TheCzarsHussar for updated Alan cavalry visuals
    Last edited by Dresden; February 23, 2021 at 08:55 PM.

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  2. #2

    Default Re: [RELEASE] Divide et Impera 1.2.7 Public Beta

    I'll give this a try tomorrow! Well done lads.

  3. #3

    Default Re: [RELEASE] Divide et Impera 1.2.7 Public Beta

    sorry, but how bout the old 1.2.6 patch? do i need to delete it or keep in order for this latest 1.2.7 to activate

  4. #4
    Jake Armitage's Avatar Artifex
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    Default Re: [RELEASE] Divide et Impera 1.2.7 Public Beta

    don't delete 126 files, 127 beta is a fixpack for overwriting correct entries
    Last edited by Jake Armitage; January 08, 2021 at 03:35 AM.

  5. #5
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: [RELEASE] Divide et Impera 1.2.7 Public Beta

    Congratulations! Really good to see the mod improving, we'll relish playing it for years!
    JoC
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
    Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
    Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
    Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
    Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!

  6. #6

    Default Re: [RELEASE] Divide et Impera 1.2.7 Public Beta

    No etruscan hoplite reskin

  7. #7

    Default Re: [RELEASE] Divide et Impera 1.2.7 Public Beta

    It seems my weekend just became better Thanks DeI team and Happy New Year! Let's hope that the Plague-Dystopian future will not catch us just yet

  8. #8

    Default Re: [RELEASE] Divide et Impera 1.2.7 Public Beta

    Thank you for keeping on improve this wonderful mod!!
    in "Major Changes" there is this:- Remade Empire Divided startpos to hopefully fix the crash issues associated with Palmyra and some other factions (new campaign only).
    What does it mean? We can play ED with DEI ???? Is it a dream?!

  9. #9

    Default Re: [RELEASE] Divide et Impera 1.2.7 Public Beta

    Quote Originally Posted by domxx View Post
    Thank you for keeping on improve this wonderful mod!!
    in "Major Changes" there is this:- Remade Empire Divided startpos to hopefully fix the crash issues associated with Palmyra and some other factions (new campaign only).
    What does it mean? We can play ED with DEI ???? Is it a dream?!
    ED had a nasty crash bug going on that I hope is now fixed. It may not be, because its one from vanilla that they fixed internally and I am not 100% sure how they did it. My answer was to remake the startpos from scratch using their vanilla kit files as a base in hopes that would remedy the situation.

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  10. #10
    jazstl's Avatar Civis
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    Default Re: [RELEASE] Divide et Impera 1.2.7 Public Beta

    Started a Media campaign, the start pos has empty provinces with lvl 1 buildings, and nothing else. Working as intended?

  11. #11
    RollingWave's Avatar Praepositus
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    Default Re: [RELEASE] Divide et Impera 1.2.7 Public Beta

    I can't start the game for some reason after putting in the fix pack, the game loads to the starting screen but doesn't react to any keyboard or mouse commands
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  12. #12
    Jake Armitage's Avatar Artifex
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    Default Re: [RELEASE] Divide et Impera 1.2.7 Public Beta

    Quote Originally Posted by RollingWave View Post
    I can't start the game for some reason after putting in the fix pack, the game loads to the starting screen but doesn't react to any keyboard or mouse commands
    don't really think it's an issue given by 127 fixpack tbh

  13. #13
    Reno Melitensis's Avatar Domesticus
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    Default Re: [RELEASE] Divide et Impera 1.2.7 Public Beta

    Read through the fix log but can't find if the missing Auxilla units in Noricum has been fixed as they are all missing in my Augustus campaign.

    Cheers

  14. #14

    Default Re: [RELEASE] Divide et Impera 1.2.7 Public Beta

    Pergamene Picked Thorax Spears lack the formations regular Thorax Spears have.

  15. #15
    Semisalis
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    Default Re: [RELEASE] Divide et Impera 1.2.7 Public Beta

    Congratulations on the release! Your dedication to this project is amazing, still delivering updates after 8 years and 20 game patches! thank you very much!
    Any chance we'll see some new HD models/textures for romans too in the future?

  16. #16
    Civis
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    Default Re: [RELEASE] Divide et Impera 1.2.7 Public Beta

    Amazing work team i am going to try it out us soon i can!

  17. #17

    Default Re: [RELEASE] Divide et Impera 1.2.7 Public Beta

    Quote Originally Posted by Reno Melitensis View Post
    Read through the fix log but can't find if the missing Auxilla units in Noricum has been fixed as they are all missing in my Augustus campaign.

    Cheers
    Not yet and it won't affect saves when I do fix it. I have to add the normal auxilia tag to the regions in the startpos, they forgot to add them in vanilla.

    Quote Originally Posted by SpardaSon21 View Post
    Pergamene Picked Thorax Spears lack the formations regular Thorax Spears have.
    Thanks

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  18. #18

    Default Re: [RELEASE] Divide et Impera 1.2.7 Public Beta

    Unfortunately, the Palmyra crash is not fixed in the current beta pack as I had hoped. However, I believe I have finally tracked down the issue and it will be fixed in the next beta update...I hope

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  19. #19

    Default Re: [RELEASE] Divide et Impera 1.2.7 Public Beta

    Will the hardcore and softcore submods be updated for 1.2.7? I don't think they are working for it at the moment.

  20. #20

    Default Re: [RELEASE] Divide et Impera 1.2.7 Public Beta

    Once this is a full release, submods will be updated.

    They should work, they just need to load above this one.

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