Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Rome II Total Realism IIII
Showing 111-120 of 135 entries
< 1 ... 10  11  12  13  14 >
Update: 2 Jul, 2021 @ 9:03pm

beta 20

- Reduced cultural conversion time in Caesar in Gaul campaign
- Increased number of garrison units available from barracks building is Caesar in Gaul campaign
- War happiness values adjusted. Now, happiness wont automatically improve over time. losing regions will have higher impact than losing battle, winning battle and capturing regions will have just small boost to happiness. Negative happiness can now go a lot lower than before (-25 vs -15 previously) while upper value is also increased (6 to 10)
- Reduced maximum attrition percentage to 0.05 from 0.1 (so for 160men unit it will be 8men instead of 16men)
- Naval attrition reduced to max 5% for crew and max 2.5% for ship hull. re-enabled deep sea attrition damage to ships
- Replenishment bonus for naval units removed while out in sea. replenishment boosted when docked.
- Increased base damage for all projectiles, mostly to accommodate recent changes to armor resistance to missiles
- Added Triremes and Quadriremes to Patrol port for Romans
- Added more recruitment slots for Patrol and Military ports
- Added Thureophoroi to town and city recruitment, so minor Greek factions have access to these sooner
- Added Thureos Hoplites to tier 4 towns and cities recruitment
- Added javelins to most melee cavalry. these will be thrown during cavalry charge only.
- Adjusted cavalry formations, melee and shock cavalry now will be in 3 ranks, missile cavalry in 4 ranks.
- Adjusted campaign difficulty bonuses for AI. it should have easier way to build up large armies at higher difficulties (AI upkeep is dramatically reduced, so even small factions will be able to build up full stack army eventually, without bankrupting themselves)
- Increased tracking threshold for disciplined infantry, so they will keep formation better
- Heavy infantry hold their ground during charge better
- modified charge distance values to accommodate for melee cavalry throwing javelins before charge

Update: 27 Jun, 2021 @ 2:00am

beta 19

- Adjusted unit melee stats for new unit quality progression curve, with elite units gaining less melee attack value.
- Shield armor value decreased, shield defense value increased.
- Reduced amount of XP bonuses given by agents and generals to prevent possibility of recruitment gold chevron units.
- Boosted pike damage
- Removed artificial bonuses to unit stats for AI deciding process, should now prefer units based on actual stats more.
- Improved missile ballistics, should be now less pinpoint accurate, should reduce amount of same hits into single shield happening so often
- Units with helmets now slightly more resistant to missile projectiles. This should make arrows and slingshots a lot more dangerous to units without helmets.
- Scorpio now can fire at buildings (they will be able to burn down wooden towers)
- Scorpio bolts will stagger enemy
- Small adjustments to auto-resolve, melee units should be more effective, take slightly less casualties

Update: 20 Jun, 2021 @ 3:55am

beta 18

- added mid-tier barbarian units to tier3+ city buildings so barbarian factions will have more reliable access to better units
- Minor and Major city slots cannot be destroyed but have to be converted into own culture
- culture building conversion times adjusted,it should take 2x longer to convert city into own culture, than build up own city to the same level.
- slightly increased AI Campaign aggressiveness
- removed attrition effect from deep sea. Its hard to spot, way too strong, and impossible to reduce any other way
- slight boost to thureos shield defense value

Update: 13 Jun, 2021 @ 9:26pm

beta 17

- Added Heavy and Light Marines to Civilized factions (non-barbarian) instead of land based units being the crew
- Created separate projectile for Marines, with shorter range, and anti-infantry bonus to make marines more dangerous in naval combat when attacking transport ships
- Added "slowdown" overhead effect for arrows and javelins (soldiers "duck"behind shield with projectiles flying over their heads)
- reworked weapon lengths, which is used in "first strike" calculations.
- reworked how Shotel and Horse Hewer weapons work, both got high anti-cavalry bonus, but hewer is not that good against infantry (too short)
- adjusted corruption levels to make it more relevant even early on
- adjusted flaming effect for flame arrows (previously were too effective at burning down things)

Update: 10 Jun, 2021 @ 12:13am

beta 16

- modified auto-resolve
- Iberian Skirmishers upgraded few levels to be quite dangerous unit now. Historically they were responsible for complete demise of Velites, and after Marian reforms Romans rather used their best troops for such role (Antesignani) instead of young guys..
- Removed Mobs from garrisons, replacing them with militia units. Should make city garrisons slightly stronger.
- Converted Auxilary and Mercenary Iberian Sword units into Skirmisher unit
- Increased movement distance for all naval units on campaign map.
- Light and medium combat ships now have 1/3 longer movement distance than heavy ships
- adjustments to naval crews (marines not implemented just yet)
- increased importance of roads. armies will move on roads a lot farther, blocking crossroads, bridges or border cities is a lot more important to prevent enemy moving through territory.

Update: 5 Jun, 2021 @ 3:19am

beta 15

- Adjusted Ramming damage for ships - light ships will make normal damage only to light ships, when trying to ram larger ships, resulting damage will be a lot smaller. Medium ships will deal more damage to light ships, but less to heavy ships. Heavy ships will deal less damage to light ships compared to medium (they were not optimized for ramming as medium were)

- Adjusted ship classes - Light ships now cover all hemiolias and biremes, but also all barbarian ships (normal and heavy raiders). Medium ships are Trihemiolias, Trireme and Quadremes. Everything larger (Quinquereme and larger) is now heavy ship.

- Adjusted fame levels
- Adjusted Taxation initiative, now provides +25% to taxes, but gives larger public order penalty
- Changes to Rise of Republic units: Rorarii converted into spearmen, should be forming reserve with Triarii. Rorarii got new icon, and will not throw standard light javelin.
- Hastati converted into light swordsmen, with 3 throwing hastae (technically, they used one in melee if needed, but still had sword as backup - it would not make sense for them to carry long spear in type of warfare they were supposed to fight.
- Adjustments to ancilaries effects, decreasing combat bonuses, increasing economic bonuses
- Adjustments to character skills, decreased unit XP bonuses on recruitment, decreased damage bonuses
- Technology bonus tiers adjusted, now provide bonus linearly, instead of increasing the bonus every level.
- Unit Experience tiers requirement now linear. (level 1 requires 750XP, level 2 1500XP and so on)

Update: 2 Jun, 2021 @ 10:24pm

beta 14

- Reworked unit stats for new combat balance
- adjusted charge distance for melee infantry to be shorter, to give skirmishers chance to evade (skirmisher evade distance is hardcoded so it has to be the other way around)
- reworked javelinmen formation, making it deeper, so javelins are thrown rank by rank instead of being thrown all at once.
- reworked javelin effects on enemy charge, halving it, isntead of fixed amount reduction
- Arrows now apply -100 reload penalty (same as slingshots) to target unit (unit tries to cover itself instead of shooting back)
- increased reinforcement radius for armies
- adjusted character bonuses mostly in economic area so they are more meaningful.
- decreased costs for political actions

Update: 1 Jun, 2021 @ 11:29pm

beta 13

- Ambusher units got longer range for javelins
- Legionary cavalry visuals changed to more appropriate Celtic/Germanic Heavy Auxilary cavalry
- Adjusted taxes levels, now range from 50 to 150
- fixed prologue 2 requirement for city district that was preventing the game to go further
- multiple unit fixes

Update: 31 May, 2021 @ 9:39pm

- fixed taxes amounts

Update: 31 May, 2021 @ 9:24pm

beta 12

- Javelin skirmisher cavalry behavior improvements, should be a lot more annoying, especially Numidians
- cavalry thrown javelins now force chasing cavalry to slow down a bit, so its much harder to chase javelin armed cavalry
- all missile projectile damage boosted slightly
- reworked food shortage mechanics
- reworked replenishment mechanics
- tax harvesting decreases public order