Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Rome II Total Realism IIII
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Update: 31 Jan, 2022 @ 5:00am

Beta 4.00082:

- Tweaked cavalry charge deceleration for less "buldozer" effect
- Adjusted minor political event effects
- Reworked push of spears ability, for gradual effect, unit will also keep formation longer
- Tweaks to AI threat evaluation parameters
- Adjustments to diplomatic event values
- Small updates to ancillary bonuses
- Adjustments for Pike Phalanx 4th rank being active.
- Pilum will now decrease missile block chance for targeted unit
- Slingshot will not increase block chance for targeted unit (slingshot was hard to spot)
- Minor adjustments to morale system

Update: 27 Jan, 2022 @ 6:02am

Beta 4.00081:


- Adjustment to public order effect from taxation. should be now more significant across the levels.
- Tweaks to diplomacy system
- Tweaks to AI decision process.
- Bows and Slings rate of fire improved, damage values adjusted.
- General abilities now have single use per battle. (again)
- "Rally and Inspire" ability renamed into "Rally", and will provide second charge for General who has it. (so he can rally troops twice)
- "Reform (group)" changed into "Reform" ability, and will provide second charge for General who has it.
- Inspire Group changed into Inspire, and will provide second charge.
- Reworked campaign movement and road improvements. Romans, Greeks and Easterners now have roads with superior mobility, compared to roads built by barbarian tribes.
- Tweaks to army and navy stance movement bonuses to better cope with new campaign movement rates.
- Reworked military barracks bonuses. now 3rd and 4th level provide army slots, while 1st and 2nd only provide recruitment bonuses. Barracks are now unlocked and don't require research to upgrade to 4th level. Food requirement adjusted, while public order bonuses slightly increased, making barracks useful for public order control.
- Siege engines ignition thresholds adjusted, heavier engines/siege towers will be harder to burn down. Ladders would have no chance reaching walls without taking out defending towers first.
- Reduced amount of damage battering rams and tortoise deals to extend time they need to breach the gate/wall.
- Tweaks to autoresolve formula, Infantry vs Cavalry bonuses/penalties now apply in any situation. Bonus against Cataphracts now larger for sword armed infantry than for spearmen. (pikemen bonus is largest). Siege defender bonuses increased, as it was too easy to take city by autoresolve.
- Increased reinforcement radius to cope with increased movement points. Army and Navy stances bonuses to reinforcement adjusted.
- Food requirement for "double speed" "patrol" and "blockade port" increased from 3 to 4 (same as for similar actions for armies)
- Attacking Testudo formation anti-missile defense boosted, but at the same time gives unit melee penalty, so units in testudo are easier to attack with other units.
- Quadrireme crew reduced to 80men (same as Trireme)
- Number of javelins available to marines increased from 8 to 12
- Eastern factions now use "Phoenician Marines" (same as Carthaginian Marines)
- Adjusted combat ship abilities (Prepare for Combat), to give Marines some edge in naval combat vs transport ships. They will now also have boosted accuracy and slightly increased missile block chance.
- Modified unit uniform color for Carthaginian General, Sacred Band and Noble Cavalry to wear Tyrian Purple tunics (tyrian purple color was signature color for Phoenicians)

Update: 20 Jan, 2022 @ 9:59pm

Beta 4.00080:

- Adjusted political actions. Several actions are now linked with faction leader only
- Minor rebalance on AI money allocation priorities
- Increased cost of military buildings
- Fixed Roman and Carthaginian fleet composition in Hannibal at the Gates campaign
- Minor tweaks to AI diplomacy system
-Fixed Roman uniform colors, should now be a bit more varied.
- Adjusted visuals for Roman Equites, they will now use higher quality armor as these are supposed to be rich sons of Roman nobility
- Minor adjustments to armor scheme. Minimal armor now set to 30, armor removed from shields to compensate. Units with helmets have +10 armor bonus. (so light units with helmet have armor 40, while similar light units but without helmet have armor 30)
- Fixed War elephants missing ranged attack animation, they will now use javelins or bows properly
- Fixed missing "parthian shot" from missile cavalry units
- Adjusted number of ranks for cavalry, Heavy cavalry will use 3 ranks, light cavalry 4 ranks.
- Javelin skirmishers now have alternative "firing" mode. they can either throw javelins as fast as possible (default mode) or "Conserve Ammo" and throw javelins slower, at slightly longer range with small bonus to accuracy.
- Slightly reduced AP values for javelins, instead, increased base damage by same amount. removed body penetration attribute from heavy javelins (it did not behave properly)
- Added accuracy penalty for being hit by projectiles (javelins, slingshots, arrows etc)
- Slightly increased block chance for shields used by skirmishers.
- Fixed minimum detection range for all units, so now its possible to hide units behind terrain. Maximum visibility now depends on unit type (height). (cavalry can see farther than infantry)

Update: 13 Jan, 2022 @ 11:14pm

Beta 4.00079:

- adjusted Pike Wall formation so it has 4th rank also active in fighting.
- Increased morale penalties for boiling oil and beehive. Boiling oil and beehive damage slightly reduced.
- Celtic Cohort will replace Auxiliary Celtic heavy infantry units with Professional Soldiery research in Grand Campaign.
- Chariots and Elephants can use 1 rank formation (by default they use 2)
- Adjusted size and formation for cavalry units.
- Roman Cohorts now use 6 rank formation but with slightly improved spacing compared to previous maniples.
- Tweaked Fleet legacy bonuses, added "anti-piracy" and "piracy" bonuses to various legacies where appropriate
- Reduced base anti-piracy bonus from patrol stance
- Reworked Tarentine cavalry, it now resembles more later Tarentine cavalry model, where light javelins were replaced by two heavier and longer javelins suitable for ranged and melee combat. Tarentines still carry kopis, therefore will use both in ranged combat, but will no longer fight as skirmish cavalry, but instead will charge the enemy while using javelins during the charge.
- Roman Quinquereme now available from Tier II Military Harbour.

Update: 7 Jan, 2022 @ 3:47am

Beta 4.00078

- Tweaks to Carthaginian units visuals
- Carthaginian and Roman General units now use Quadrireme or Quinquereme as transport (based on unit size)
- Changed shield for Hellenic Cohort, they now use lighter scutum. Icon updated to better represent new shield type.
- Adjusted stats for Hispanic Cohort, they now have better melee stats than Hellenic Cohort.
- Hellenic and Hispanic Cohorts added in Caesar in Gaul campaign. (Legio IX Hispana now starts with Hispanic Cohorts instead of standard ones.) Hispanic Cohort recruitment enabled from Narbo Maritus (auxilliary barracks required, only works for newly started campaigns)
- Replaced Auxiliary Citizen Hoplites with Hellenic Cohort in Caesar in Gaul Campaign.
- Tweaks to cavalry charge values. Slightly increased charge and defense value for Lance equipped cavalry
- Tweaks to Cavalry formation spacing
- Cavalry rate of fire for javelins thrown during charge increased considerably.
- Javelin skirmisher quality provides higher difference in rate of fire. Elite Skirmisher units will throw javelins not just farther but also at higher rate.
- Slightly reduced shield defense values for Scutum shields, Increased defense for Aspis and Pelta, while removing extra armor bonuses from them.
- adjusted shield defense penalties applied by being hit by javelins. effect is now -8 for normal and light javelins, and -12 for pilum. Pilum effects now apply 2x longer, than for normal/heavy javelins (pilum was much harder to remove from shield)
- Increased number of Javelins carried by Elephants
- Melee attack for all Elephants increased, charge value decreased. Tusks now deal more armor ignoring damage.
- Carthaginian units now have slightly more armor (to match new visuals), their price and upkeep is not slightly higher.
- Tweaks to morale system, slightly increased flanking penalties and charges into rear. Overall base morale bonus slightly reduced.
- Reworked Unit spotting system. Minimum spotting distance is now 1500m, which is average distance at which human eye can distinguish human mass from terrain. Maximum distance now goes from 1500 to 2000 for infantry, and 1800-2200 for cavalry (riders are sitting higher therefore can see farther)
- Spotting distance for units in scrub/high grass is set to 30 for Artillery, 40-90 for Infantry and 50-100 for cavalry.
- Spotting distance for units in forest/trees is set to 20 for Artillery, 30-80 for infantry and 40-90 for cavalry.
- There are now just 3 qualitative levels defined for each unit branch (infantry, cavalry). artillery has just one, making artillery worst unit at spotting hiding units.
- Skirmishers and light cavalry will have best visibility into broken terrain (trees, scrub, long grass) and will be able to spot the ambushers at their effective missile range (80-100m). Heavy Infantry and Heavy cavalry will be much less effective (30-50m), and therefore will be much easier to ambush by light units.
- Minimum spot distance of 1500m will allow AI better respond to player movement on battlefield, but it will have no impact on units hidden in broken terrain (scrub, high grass, trees).
- Minor tweak to AI money management.
- Tweaks to AI threat evaluation.

Update: 30 Dec, 2021 @ 11:33pm

Beta 4.00077 hotfix:

- Fixed over-penetration caused by heavy javelins. they were supposed to be more effective, but not that effective...

Update: 30 Dec, 2021 @ 9:45am

Beta 4.00077:

- Fixed "Masters of Sea" fleet legacy XP recruitment bonus
- Added Hellenic and Hispanic Cohort units for Romans in Grand Campaign, These units will be available as upgrade for Auxiliary units recruitable in Hellenic and Iberian provinces.

- Improved visuals of pre-Marian and post-Marian Centurions
- Improved visuals for Triarii Maniples, removed cheap square chest armors.
- Improved visuals for Republican Maniples units, added heavier form of muscled square breastplate, backed by subarmalis.
- Improved visuals for Auxiliary Syrian Heavy Archers
- Minor tweaks to unit names.

Update: 24 Dec, 2021 @ 8:30am

Beta 4.00076:


- Increased armor penetration for javelins. They should be significantly better against heavier units, especially heavy javelins like Pilum or Soliferrum (Iberian heavy javelin)
- Increased penalty for charging with low cohesion state.
- Increased disorder penalty for running, reduced disorder penalty for being in combat.
- Elite Heavy cavalry is now better at keeping good order.
- Javelins now deal higher morale penalty to targetted enemy
- Multiple General abilities now provide higher morale boost (stand and fight, rise banner etc)

- Tweaks to deal evaluation, trade agreements are now slightly easier to obtain
- Tweaks to AI decision process towards enemy threat.
- Adjustments to replenishment bonuses from being garrisoned in city, or docked at port.
- Tweaks to character skill effects, replacing useless skills for more interesting ones. (ongoing process)
- Call to Sea event will now reduce build time for ships by 1 turn instead of increasing number of unit slots. This way, large naval centers will be able to build more ships quickly, instead of making every port able to build multiple ships.
- Roads for barbarian factions should provide less movement points than roads built by Roman/Hellenic factions.

- Renamed Rise of Republic early Roman "Servian" units to better symbolize their status and role on battlefield. Centuriae Principes represent first class citizens in best armor, Centuriae represents Citizens of second class, and Centuriae Adiutrix represent citizens of third and fourth class.
- Centuriae Adiutrix (former Roman Swordsmen) now carry early scutum and throw light javelins (but not as charge weapon)

- In Grand Campaign, certain Greek, Carthaginian and Roman light infantry units will use Quadrireme as a transport ship. These represent converted combat ships in escort role.
- Light Quadrireme Transport ship stats adjusted, it has more hull strength, but is less effective at ramming than standard Quadrireme

Update: 16 Dec, 2021 @ 8:37pm

Beta 4.00075:

NAVAL CHANGES:

- Adjusted the look of Carthaginian, Hellenic and Roman Marines. they now compose of majority of armed rowers and some heavy marines. Roman Marines have slightly more heavier armed marines present.
- Reworked Marines stats and icons for single type of mixed marine crew.
- Reworked Roman Naval technologies. Ship Pump, Ramming and Improved Ramming research changed into Basic Naval Training, Boarding/Improved Boarding, which was Roman naval doctrine used.
- Hellenic and Carthaginian navies will focus more on ramming and sailing instead of boarding.
- Hellenic and Carthaginian Naval Tech bonuses adjusted, Improved Ramming now boosts also speed and maneuverability.
- Changed number of crew for light ships to 60. They are now cheaper but weaker to medium ships which carry 80 crew.
- Reduced base ramming damage, instead, increased ramming damage bonus provided by tech for specific nations with historic naval tradition.
- Increased hull strength for Quadrireme.
- Reduced recruitment cost for Hemiolia

OTHER CHANGES:

- Post-Marian Roman Legionary units will now be able to form Square formation (sadly, Orbis is not in the game, therefore Square would have to suffice)
- Spies, Dignitaries and Champions are now enabled at the start of the campaign, instead of being enabled by research. ( this should allow player to fulfill missions requiring recruitment of such agents while required research is not completed) Instead, same research will now just increase rank of newly recruited agents.

Update: 13 Dec, 2021 @ 10:50pm

- removed AI Roman income adjustment as it caused ongoing Roman campaign finances to skyrocket causing bankruptcy.