Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Rome II Total Realism IIII
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Update: 24 Aug, 2021 @ 12:11pm

v4.0039:

- 4 turns per year for Grand Campaign (new game only)
- 48 turns per year for Caesar in Gaul (new game only)
- 12 turns per year for Augustus campaign (new game only)
- Research time requirements increased to compensate for longer campaigns
- Tweaks to Campaign AI behavior
- Adjusted faction mercenary for Caesar in Gaul, instead of Italic Infantry, Romans can now recruit Evocati Cohort
- Added Roman regional attribute for Narbonensis and Massilia regions, so Romans will be able to recruit Roman units in these regions. (Historically Caesar recruited Legio III Gallica from those regions)
- Spartans now only recruitable from Sparta in Wrath of Sparta campaign. Spartan can recruit Perioikoi everywhere else.
- Velites replaced by Antesignani for starting armies in Augustus campaign (new game only)
- Reworked attrition damage for Sieged and Sieging armies. Besieged force now can drop down to 60%, while Sieging force only to 80% of its original strength. Puts more pressure on defending side. Situation is reversed for blockading navy vs blockaded, as keeping ships on sea was more problematic
- Reworked character bonuses. Combat bonuses will now start at 3%, but will be increased by +1% with next level, instead of being doubled. This way, taking skill is beneficial, while upgrading skill improves it a bit.
- Armies and Fleets now consume food. Forced March or Double speed stances require more food, as well as Sieging enemy settlements or blockading their ports. Raiding instead, provides food.
- Global food surplus now increases political support (+5), while Negative Food decreases political support (-15)
- Garrisoned units now get +50% to morale
- Adjusted Army Legacy bonuses. removed deployable wall from stalwart defenders, instead, moved to Expert Engineers, Ambushers now have various traps available. specific legacies got combat bonuses added. Siege Experts also provide extra ammo to artillery.
- Adjusted deployables, Caltrops now more numerous. overall random position factor reduced, so there is a less chance for two deployables being too close to each other.
- Reduced number of heavy javelins for melee infantry from 2 to 1. There are many skills and abilities that increase ammo so its possible to have heavy infantry with two javelins
- Reduced stats for skirmishers and ranged cavalry. they ignore cohesion drops, therefore their stats made them better in prolonged melee
- Reduced movement speeds slightly
- Base charge bonus increased for all melee infantry units.
- Increased charge attack penalty for heavy javelins. Getting hit by heavy javelins now ruins the charge bonus.
- Reduced length of deployable barricades, but increased their availability. Should allow for better "less linear" deployment for player
- Artillery now carries a lot less ammo in field battles. Artillery ammo is increased in sieges, when fortified,setting ambush, or garrisoned in city (situations where army would have time to prepare appropriate amount of ammo). Bastion artillery is not affected, and will have standard amount of ammo.
- Boost to Ballista accuracy, compared to onagers.
- Polybolos and Scorpio can be hidden in woods, while their size is decreased so they harder to spot.
- Adjusted terrain effects on unit performance. missile accuracy in scrub and forest increased, shield block chance against projectiles decreased, as well as shield defense bonus.removed charge penalty for scrub and forest. Light Infantry and ambushers should be more effective when fighting in such terrain. Units in deep water will receive large defensive penalties.

Update: 17 Aug, 2021 @ 8:36pm

v4.0038:

- First two experience level thresholds reduced, units should acquire them faster (to compensate for fact first three levels could be sometimes earned through buildings or character abilities)
- Artillery experience thresholds increased, should gain level slower.
- removed explosive shots from ballistas as being unhistorical
- reworked Artillery dispersion over distance, should be much harder to hit moving units.
- adjustments to anti-cavalry and anti-infantry bonuses. All weapons have anti-cav bonus reduced. Lancers and sword armed cavalry will be more effective in melee against other cavalry. Spear armed cavalry will be more effective in melee against infantry.
- Horse hitpoints slightly reduced to compensate reduced anti-cavalry bonuses
- All spear armed cavalry units are now "shock" class. AI tends to use Shock cavalry in repeated charges instead of melee therefore this class suits them better. sword armed cavalry stays melee class
- Units without shields but wearing armor will now get small defense bonus and missile deflection bonus.
- increased speed bonus for disordered units to x1.45
- Light cavalry now ignores own cohesion (mostly so its not benefiting from speed increase with high disorder)
- adjusted cavalry speed to accommodate speed boost from high disorder
- added separate scouting profile for cavalry units (which are taller, therefore can see farther than infantry, and therefore are a lot better at scouting, except for obscured terrain, like scrub or trees)
- Elephants and Chariots now assigned disorder resistant trait. (they didnt really rely on formation)
- Elephants and Chariots speed, acceleration and deceleration adjusted. they will get into speed slower, and will slow down slower, therefore they will tend to crush into enemy ranks and continue.
- reworked melee formula, elite units will now have much higher kill chance than before. Large shields should still provide high protection from the front though.
- improved unit stats to work better with new melee formulae
- minor armor value fixes for various units
- Melee weapon damage adjusted to cooperate with improved unit stats. Longswords now have higher hit chance (slashing), but deal less damage (slashing is least effective way how to deliver killing blow), thrusting swords now have slightly lower hitchance, but are more deadly (thrust is more lethal than slash, while requiring less energy)
- Added multiple levels of quality to skirmisher javelins. high quality skirmishers will now have range advantage over less capable units.
- Greek Peltasts reworked - instead, they are now sword armed melee infantry, which is available from same barracks as Pikemen. (practically represents pikemen without pikes, armed with two heavy javelins) They will also have different unit icon.
- Light Peltasts are now only available to Hellenic factions that don't have access to Thureophoroi
- New unit icon for Royal Peltasts (now Royal Peltophoroi), Peltophoroi, Perioikoi Peltophoroi and Picked Peltophoroi
- applied new icons for Roman Legionary units in Rise of Republic
- Heavy javelins will be now thrown in single continuous barrage when in defense.
- Range cone reduced for heavy infantry, to prevent javelins hitting own units in the line.
- Fixed Rally ability (was not providing bonuses to units nearby)
- Reform ability will now apply "formed attack attribute" instead of "Pike Phalanx" formation, which should reform unit into original formation a bit faster.
- Phalangites now have Disciplined attribute so they stay cohesive longer. Also first two pike phalanx phases prevent cohesion loss, which only starts to apply with stage 3.
- Hoplites will have improved cohesion, except for levy/militia grade hoplites
- Rome 2 Total Realism logo now on main screen

Update: 10 Aug, 2021 @ 11:03pm

v4.0037:

- Charge bonus will decay with unit cohesion.
- Minor adjustments to combat stats, small reductions to charge values for certain units, Celtic Light cavalry got slightly less armor, Italic Equites got more armor.
- Reduced shield defense for cavalry.
- Slightly boosted reload speed for skirmishers
- Added forward deployment to all melee cavalry.
- New Unit icons for Republican Maniples, Italic Infantry and Socii units.
- Praetorian Cavalry renamed to Equites Singulares (which was their actual name during Empire)
- Added missing abilities to Italic Veterans
- Added shield defense bonus to "Reform!" ability
- Commander Ability "Brace" now also increases shield defense.
- Adjusted Commander Abilities which are now single use only. (using abilities should be a tactical decision, instead of a chase who clicks on it first) Their effect duration slightly increased.

- Stalwart Defenders Army Legacy modified, Barbarian variant provides defense bonus on top of available defensive deployables, Roman variant provide extra deployables and missile range bonus.
- Removed Deep Sea attrition due to being too powerful. Instead, navies now suffer from attrition when in "double time" stance at the end of the turn. All related text messages were adjusted (only for English version of the game)
- Reworked CDIR qualities for Naval ships to match their combat power. Should help AI decide better which ships to recruit.

Update: 8 Aug, 2021 @ 11:38pm

v4.00361 hotfix

- naval units recruitment hotfix

Update: 8 Aug, 2021 @ 10:24pm

v4.0036:

- Special abilities reload penalties and bonuses adjusted
- Naval javelins dispersion reduced
- Reduced entity width for marines (to allow them board easier)
- Reduced required growth threshold for first and second tier buildings. Should speed up development of cities early in the game.
- Added public order bonus to military barracks
- Added mercenary recruitment cost reduction for auxiliary barracks and light Carthaginian and Greek barracks
- Added +1 recruitment slot to Military ports
- Skiritai formation and abilities adjusted, now should be able to deploy in front of army
- Spartan Hoplites and Royal Spartans morale significantly increased in Wrath of Sparta Campaign. Their cost and upkeep increased accordingly
- Spartan Marines stats in Wrath of Sparta adjusted to the same level as Spartan Youths, which were usually serving as marines
- Adjusted prices for Wrath of Sparta units
- Adjusted ammo for all units. Melee Infantry will carry 2 javelins, Spearmen 1 javelin. Javelin Skirmishers will have 4, Marines 8, Light Marines 16. All archers will have 24 arrows, all horse archers 36 arrows. Slingers will carry 36 stones.
- Garrisoned army stance provide +50% to ammo
- Army legacies adjusted to provide ammo bonus from appropriate levels
- Fixed religion public order penalties



Update: 6 Aug, 2021 @ 11:41pm

v4.0035:

- Hoplites and certain Heavy Spearmen units now have ability to "Push!". Works in two phases, in first phase (20s), charge, and charge speed is increased. Unit gets small melee bonus. In second phase (10s), unit receives defense and attack bonus, and additional bracing. Units cohesion also gets restored.
- Added Wedge formation for all Barbarian melee units. Formation increases charge damage, charge speed, reduces deceleration (so unit will crash into enemy line) and morale. At the same time, unit will suffer small defense penalty. Historically, Germanic and Celtic tribal warriors commonly used this type of formation for charges, as it was easier to control the group, which followed their leader. Formation dissolves after 60 seconds, and has 240 second recharge time.
- Attacking Testudo now also receives bonus to shield defense
- Rally ability also increases unit speed (should help routing units to ran away from enemy faster). Ability now provides flat +50 to morale bonus instead of 25% bonus (If Unit was below 0, multiply by 1.25 had no effect)
- Frenzy charge acceleration increased. Unit also receives melee bonus, once frenzy charge ends, unit receives cohesion penalty (cavalry penalty is 2x bigger than what Infantry receives)
- Reworked Diplomacy action penalties and bonuses. Actions should be now more understandable. Razing settlements will give big diplomatic penalty,killing prisoners as well. releasing troops will give diplomacy bonus. refusing ally battle support penalty increased. Certain diplomatic actions have shorter falloff (AI forgets about them sooner)
- increased number of units available for recruitment from Client States.
- Further reduced cavalry morale, but instead, increased cavalry morale bonus from "Advanced Cavalry Techniques" research, making it more meaningful.
- Removed speed bonus from "Ready to combat!" ship ability. Instead, base ship speeds are adjusted. Ability now adds more acceleration, while other combat bonuses are still present.
-Removed "Hide anywhere" from Thureophoroi and Antesignani units.
- Adjusted Hoplite recruitment for Hellenic factions in regard to the upgrade path (Hoplites -> Thureos Hoplites -> Thorax Hoplites)
- Citizen Hoplites added to all Hellenic factions, but removed from recruitment. Instead, they are used for Garrisons
- Expanded unit roster for Egypt, Cyprus and Cyrenaica. They now have access to classic Hellenic units (Hoplites,Thureos Hoplites, Thorax Hoplites, Phalangites, Thorax Phalangites , Peltasts and Light Peltasts)
- Adjusted technology tree unit upgrades for Hoplites and Phalangites with Hellenic factions (Greeks, Egypt, Seleucids, Pontus etc)
- Upgrade path for Massalian Hoplites added, they will be replaced by Thorax Hoplites by Physical Conditioning research.

Update: 4 Aug, 2021 @ 11:31pm

v4.0034:

Projectile adjustments:
- Reduced projectile speed for slingshot
- Added heavy stone shot for Elite Slingers (Rhodians for example)
- Standard Arrows now have medium range and higher damage
- Added "extended shot" to Archers with longer range, indirect fly path but slightly less damage.

Other changes:
- Wrath of Sparta Archer marines now carry composite bows (extended range and damage), as well as more ammo (30 instead of 20)
- Wrath of Sparta Javelin Marines carry more javelins (14 vs 7) Melee Marines (Hoplites) kept 7 javelins.
- Slightly extended timeout for AI to propose diplomatic deals (to reduce AI tendency to ask for deal over and over every turn..)
- Minimum unit size below which unit is disbanded reduced from 20% to 19%
- Added 1 recruitment slot for AI
- Increased maximum spotting distance for all units, but reduced spotting distance for units hiding in obscured terrain (scrub, or trees)
- Adjusted "hide anywhere" trait for units,so its less common. Special ambusher infantry and usually skirmisher bowmen can now hide everywhere.
- Adjusted multiple technology combat bonuses
- replaced Client State with Vassals for all factions. (Vassals are not able to attack Overlord's allies. Previously only Romans had vassals)

Update: 3 Aug, 2021 @ 9:43pm

v4.0033:

- Cavalry morale slightly reduced, General Bodyguard (Roman and Carthaginian) unit morale boosted.
- Mercenary pool replenishment reduced
- Archers formation changed into 4 ranks
- "Garrison only" Tribesmen/Militia units morale boosted by 10
- Adjusted various projectile velocity
- anti-piracy effects for docked and patrolling fleets reduced
- increased religion public order penalties
- fixed AI administration cost bonus
- Reworked difficulty upkeep bonuses for AI
- Added GDP bonus for AI
- charge reflector against cavalry added to all spearmen

Wrath of Sparta related changes:

- reworked building upgrade path for weapons and armors for Armorer buildings.
- adjusted technology bonuses
- removed Armored marines from Tier 2 port
- adjusted unit costs
- Adjusted formation for Hoplites to 6 ranks
- Added naval version of javelin to marines
- Spartan Hoplites got Elite Hoplite Spear instead of normal (bonus anti-infantry)
- added recruitment points to military barracks
- Increased campaign movement range for Light Hoplites, Picked Hoplites, Royal Spartan, Thracian Nobles and all Skirmisher light units. This way, it will be possible to build "Light Armies" with more action radius, but less armor. Does not apply to Militia Hoplites.
- Tier 5 military barracks provide 1 XP to units (but loses +1 recruitment point, instead, that point is moved tier earlier)

Update: 1 Aug, 2021 @ 9:45pm

v4.0032:

- Spearmen heavy infantry got own heavy javelin with longer range (40m) but cannot be thrown during charge (as they carry melee spear in weapon arm). Spearmen also carry just single heavy Javelin now.
- Modified stagger effect heavy javelins and bolts deal based on kinetic energy they deliver.
- Increased anti-cavalry bonus for spears.
- Increased anti-infantry bonus for Hoplite spears
- Increased mass for Hoplites and Pikemen
- Adjusted formation for Hoplites to be a bit more tighter, to prevent enemy entities to enter formation too easily.
- Adjustments to morale system
- Reduced movement penalty to enemy army in local region (as combined effect of multiple armies could completely disable movement in the region)

Update: 1 Aug, 2021 @ 12:04am

v4.0031:

- Fixed several missing attribute effects for certain units
- Disciplined attribute now applied only to Roman or Hellenic Heavy Infantry and all Elite Infantry (barbarians included) Hoplites and Pikemen are excluded as they use "formed attack" formation, which handles it different way
- Separate attribute group created for Barbarian melee (Swordsmen or Axemen) units, which gives them Impetuous trait.
- All Spear armed units now get "charge reflector trait" and therefore will be very good at stopping charges.

- Reduced combat stats for Post-Marian Roman Legionary units (Republican Cohorts) to be on same level as previous Republican Maniples. Cohorts though being enlisted for longer period of time have their experience thresholds reduced and will gain XP faster. Imperial Cohort stays at its current level making it superior to Republican Cohort.

- Increased experience speed gain for naval units (as they cant be trained by champions)
- Carthaginian naval units have experience threshold reduced therefore will gain experience faster than naval units of other factions
- Athenian naval units in Wrath of Sparta campaign will gain experience faster
- Tweaks to morale system