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Thread: [RELEASE] Divide et Impera 1.2.7 Released!

  1. #1

    Icon4 [RELEASE] Divide et Impera 1.2.7 Released!



    Divide et Impera 1.2.7 Released!

    --> DOWNLOAD <--

    Overview

    After a few months of beta, we have released our latest update. Thanks to the many folks who helped test the new features! This mod version includes many new and updated units, UI features for Supply and Population, new Baggage train changes, new buildings, many new faction icons, fixes for some major long-standing bugs, and a lot of smaller features and changes.

    Patch Notes


    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

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

  2. #2

    Default Re: [RELEASE] Divide et Impera 1.2.7 Released!

    Thank you for your amaizing work!

    Now i can play a new Syracuse campaign! And i love it!

  3. #3

    Default Re: [RELEASE] Divide et Impera 1.2.7 Released!

    Does steam update automatically? Part 1, 2 and 3 say subscribed, and I now see the link to the DEI site in the load save box.

    Never mind, I see now that it does.

    Now to figure out how not to get voted off the island, Sicily...
    Last edited by struckat; February 28, 2021 at 07:25 AM.

  4. #4

    Default Re: [RELEASE] Divide et Impera 1.2.7 Released!

    Congrats! We the community are thankful!

  5. #5
    Centenarius
    Join Date
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    Default Re: [RELEASE] Divide et Impera 1.2.7 Released!

    Thank you DEI team for the new update!

  6. #6

    Default Re: [RELEASE] Divide et Impera 1.2.7 Released!

    Thank you for all the amazing work that you do!

  7. #7

    Default Re: [RELEASE] Divide et Impera 1.2.7 Released!

    Congratulations to the entire team for another fantastic update! The new features are excellent! Job well done!

  8. #8

    Default Re: [RELEASE] Divide et Impera 1.2.7 Released!

    Hotfix 1.2.7a today to fix a few bugs from release.

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

  9. #9

    Default Re: [RELEASE] Divide et Impera 1.2.7 Released!

    Congrats to the release!
    I resumed a campaign with a friend, but even when we had a baggage train within our armies, the ammo still remains the same as without.
    He's playing Selucid and me Etruria. (small bump ;-) )
    ​VICTORIOSO SEMPER

  10. #10
    KAM 2150's Avatar Artifex
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    Default Re: [RELEASE] Divide et Impera 1.2.7 Released!

    If campaign was started before baggage train update was added, it wont work.
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  11. #11

    Default Re: [RELEASE] Divide et Impera 1.2.7 Released!

    thanks KAM2150, I thought that only the change notes with (new campaign only) would not work within an existing campaign.
    ​VICTORIOSO SEMPER

  12. #12
    Mastergunner_19k's Avatar Foederatus
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    Default Re: [RELEASE] Divide et Impera 1.2.7 Released!

    Quick question, with the release is the version safe compatible and are the official submods working with 1.2.7?

  13. #13

    Default Re: [RELEASE] Divide et Impera 1.2.7 Released!

    This is absolutely fantastic, thanks a lot guys!

  14. #14

    Default Re: [RELEASE] Divide et Impera 1.2.7 Released!

    Can we know more about that 1.2.7a hotfix?
    How do I apply it? What exatcly does it fix? Do I need to start a new campaign or I can continue the one from 1.2.7?

  15. #15

    Default Re: [RELEASE] Divide et Impera 1.2.7 Released!

    Quote Originally Posted by Mastergunner_19k View Post
    Quick question, with the release is the version safe compatible and are the official submods working with 1.2.7?
    Yes

    @Gioseppe
    You can read the patch notes in the Download thread and it is applied like any mod update. If you have Steam it auto updates, if you have the standalone you need to download Part 1.

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

  16. #16

    Default Re: [RELEASE] Divide et Impera 1.2.7 Released!

    Great work, really enjoying the mod. Especially the new Syracuse

  17. #17
    Enclave76's Avatar Foederatus
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    Default Re: [RELEASE] Divide et Impera 1.2.7 Released!

    Gre_Tarantine_Cav is in cav_shk class now
    Is it right or mistake?
    Thx

  18. #18

    Default Re: [RELEASE] Divide et Impera 1.2.7 Released!

    If I was using the Steam version + @@@@Fixpack127 (1.2.7 beta), with that beta at the top of the list, were the beta's changes overwritten by the main mod when 1.2.7 was released? I have saves that were made in that state, and I'm wondering if it's safe to remove the Fixpack now that 1.2.7 is the mainline version.

  19. #19
    Jake Armitage's Avatar Artifex
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    Default Re: [RELEASE] Divide et Impera 1.2.7 Released!

    yes, should be safe

  20. #20
    KAM 2150's Avatar Artifex
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    Default Re: [RELEASE] Divide et Impera 1.2.7 Released!

    Quote Originally Posted by Enclave76 View Post
    Gre_Tarantine_Cav is in cav_shk class now
    Is it right or mistake?
    Thx
    This is correct, there are 2 types of tarantines now, factional ones that were used as shock cavalry and original ones that fight as skirmishers, you can get them as mercs and AOR.
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
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