Beta Release
The latest release for Divide et Impera has been opened up to the public as a beta. Please head to our website for download and installation information, as well as a full patch notes listing: https://divideetimperamod.com/1-2-8-beta/
Patch Notes Overview (not full)
Battle Performance Changes
- Stamina Abilities for units have been removed. They were not functioning properly and were the cause of battle lag.
- Due to these changes, battle lag should be significantly improved, especially on lower end systems. Big thanks to Benjin for figuring this out!
- In the future, we may have them back or a submod version, if they can be implemented properly.
Greek Colony Overhauls
- Massalia, Colchis and Bosporus have had their rosters changed and updated.
- These three factions now have special colony barracks building types that have unique features and functions such as local vs Greek units, culture/diplomacy effects, etc.
- Colchis is now Caucasian and has Caucasian temples (new campaign only)
- New Faction trait: Colony population techs in the military training tree.
- Current campaigns with these factions may have some issues with incorrect building types.
Other New Units
- New Nabatean camel unit, New Athenian peltast units, new Iberian reform unit, new Saba heavy infantry, and new Kartli heavy swordsmen.
New Barbarian AI Roster Units
- Added 90 new AI only Grand Campaign units for various germanic, gallic, celtiberian, thracian and british AI factions from Ritter-Floh to create more unique and varied rosters.
- These will replace or augment existing rosters based the tribe. The goal is to add more variety and unique units for the various factions a player may face.
British Units & Generals Visual Updates
- Added new and greater variations for many units and updated their appearance. These included older shared units, officers, standard bearers and faction exclusive units.
- British generals updated with new visuals and proper politician outfits for when they are not leading troops.
- Big thanks to CEMN on all the hard work for these changes!
Area of Recruitment Changes
- Various higher tier AOR units have been moved to the immigration/foreign quarter line of buildings in many regions.
- These units now require either tier 2 or tier 3 of the immigration building to be recruited, depending on the unit quality.
- Depending on the culture, some of these units may still be available in the main city line because cultures cannot build immigration buildings of their own culture type.
- Removed copy units of Galatian AOR levies, swords and cavalry. These units are now available in the traditional Galatia area only.
Resource Changes (New Campaigns only)
- Iron has been moved from Sicily to Corsica and fish from Corsica to Sicily.
- Silver has been added in the Edetani's city and olive oil has been moved in land.
- Added new amber and spice main city buildings rather than having the resource come from the region effect alone.
- Moved the amber resource in Germany to be on the coast with a port
- Region effects still produce 1 of each resource to allow saves to retain that feature. Save games will have amber production in a different region than the resource buildings in Germany due to the move.
- Carthage's mercenary barracks now requires silver rather than gold to upgrade.
Squalor Changes
- Squalor (sanitation) effects now begin at tier 1 for all cities and gradually increase to tier 4.
- Lowered squalor (public order) negatives on all tier 4 cities.
- Slightly increased squalor (sanitation) from major cities.
- Removed random disaster plague events.
Population Changes
- Replaced most upkeep bonuses in the Military Management technology tree with population bonuses.
- Population system economic effects are now properly working. This will have an impact on save game economies.
New Victory Conditions
- Revised all Victory conditions to be generally shorter, more consistent and varied between the types of victories. Big thanks to Q_Sertorius for all the work on this new feature! (new campaign only)
Other Changes
- Various battle balancing and changes.
- Lots of other changes, both large and small. Check out the website patch notes for details.
Credits
- KAM for the insane amount of work he puts in on everything
- Ritter for so many great units
- Q_Sertorius for the new victory conditions
- Benjin for helping to identify the battle lag issue
- CEMN for his british units update
- Thanks to Jake, CEMN, skillfultree and Swaraj for help with unit card work
- skillfultree for his updated texture submod
- Litharion for various script fixes