A Total War Saga: TROY

A Total War Saga: TROY

A G O N Y [ overhaul ]
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Update: 25 Oct, 2021 @ 6:07am

Released Agony 0.7.5

Bug Fixes
- technology cost display bug affecting progression in technology tree

Update: 24 Oct, 2021 @ 5:21am

Released Agony 0.7.4

Minor fixes/changes
- added missing technology costs for "Royal Timber" and "Royal Bronze"
- accounted CAI priorities for Hector's unique garrison building chain

Update: 24 Oct, 2021 @ 2:46am

Quick fix for last release, to assign playable factions neutral personality trait so they will not eventually only focus on the player.

Update: 23 Oct, 2021 @ 7:33am

Released Agony 0.7.3

StrategAI CAI personality changes
- created set of custom CAI personalities that will now be dynamically assigned by the strategAI module
- at start of each new game, strength of personalities are somewhat randomly assigned to all minor factions, making each campaign play further differently
- works in tandem with threat assessment logic
- all minor factions should make more reasonable decisions and be a bigger threat in both defense and offense

Update: 21 Oct, 2021 @ 9:14am

Released Agony 0.7.2

Introducing new StrategAI Module
- helping AI to predict (player and AI) threats early on
- in first iteration
-- take defensive action
-- find like-minded factions to (defensively) ally with in case the threat becomes aggressive
-- smart algorithm to equalize threat's strength
*as a player this essentially means you need to be even more strategic in picking out your targets

First Tweak of Troy's Favour System
- the building with highest temple level of a god will cap decline of that god's favour
- at max temple level, the decline will be capped at 100 favour (not decline below that)
- if temple has 4 levels, at level 2 it will e.g. cap at 50 favour
*this change was made was made to counter neglect negative effects from favour and their impact in Agony due to increased economic costs

- Priam's gold requirement to shame a brother for greed has been increased from 300 to 900 (to be in line with overall increased costs) *this will go both ways, prevent both, player and AI to be affected too easily

Update: 19 Oct, 2021 @ 8:29am

Released Agony 0.7.1

No more income per turn from besieged settlements
- relative resource gain from settlements is removed if a settlement is besieged
- especially if last settlement is besieged, it will not gain anymore income per turn and therefore prevent abusing the spoils of war system (income cannot be spend as by CA rules if settlement is besieged, therefore no income per turn -for that settlement- should be earned)

Update: 18 Oct, 2021 @ 11:30pm

Released Agony 0.7.0

Added Regional Recruitment System
- allows to recruit units that are fitting thematically to their region
- the following settlements now give regional recruitment options to foreign occupants:
-- Mycenae, Dardanos, Larisa, Argos, Sparta, Pteleon, Cytoros, Telmessos, Zeleia, Salamis, Ithaca
- regional recruitment building have negative effects to simulate the public unrest upon forcing locals to fight for their occupants

Campaign AI
- adjusted AI investment policies to be in line with higher overall cost
- AI should spend more on armies and construction

Campaign Balancing
- slightly reduced post battle replenishment to slow down attacker advances

Spoils of War (AI only)
- if the loosing faction has no armies but settlements left, 4000 food will always be kept and not added to spoils, to allow recruitment of new general

Update: 9 Oct, 2021 @ 10:52pm

Released Agony 0.6.5

Some further tweaks that should move the Agony campaign into it's almost final state:

Campaign AI Tweaks
- slightly further increased siege holdout times
- streamlined auto-resolve across difficulties (in slight favor of AI) to encourage battles
- further decreased likeliness of AI confederation (Athens will still confederate early on)
- streamlined public order penalties across difficulties (AI will be affected similar to player) to have the AI react to all Agony penalties
- AI will be more likely to join in alliances among another and act to defend their friends or neighboring factions
- AI will NOT anymore sail across the sea to attack enemy settlements
- AI will NOT anymore attack enemy settlements recklessly

Battle AI Tweaks
- removed all AI advantages on higher difficulties

Next is to work more on the Battle AI and balancing. Stay tuned.

Update: 9 Oct, 2021 @ 8:26am

Released Agony 0.6.2

Building Food Cost Adjustment (to counter spoils of war)
- every building construction will now also cost food
- the food cost is based on the amount of turns it takes to build (see it as human resource cost)



Why Food as extra building cost?

While this might need more balancing, since "spoils of war" have been introduced, the player is left with the entire resources of another factions, once beating them.
All gained resources -other than food- could then be used to upgrade the captured cities. However, food could only be used to upgrade or replenish lost units, while being the most abundant resource gained from "spoils of war" (e.g. 15000 food vs 6000 wood).
From play-testing, the food could not be balanced out well if they player was already at his unit upkeep cap, therefore, some of the awarded food will now be absorbed into the city upgrades.

Update: 8 Oct, 2021 @ 11:44pm

Released Agony 0.6.1

Battle Map & Campaign Map changes (for more realism)
- slight increase in sharpness (to remove dependency on third party -e.g. NVIDIA- filters)
- removed glow effects on objects and sky
- removed camera lens flares and sun flares