Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

Rise of Humankind - The Calm and The Storm
Showing 1-10 of 31 entries
< 1  2  3  4 >
Update: 4 Mar @ 12:02pm

Naval Update:

- Ships now cost 20% less in general, but take 20% more time to build, hopefully reducing their strain on the economy while still keeping them as an aspect that needs to be planned properly
- Artillery and melee infantry now deal additional damage against ships
- Docks, Anchorages and Shipyards have less HP
- Fireships deal less damage, but are cheaper and have a much larger explosion radius. Use them to weaken large fleets or take out priority targets.

Update: 18 Aug, 2024 @ 12:34pm

Fixed AI missile silo building behaviour
Reduced all collision sizes of units to 1 in order to lower the demand of the pathfinding of later armies on performance

Update: 27 Mar, 2024 @ 1:57am

Changes:
- Fort range boost for romans is reduced by 1 in order to still allow proper sieging even with all range upgrades applied

Fixes:
- Removed leftovers of splash damage values from AA turrets as it would heal (and overheal) helicopters instead of damaging them

Update: 28 Feb, 2024 @ 12:54am

Update: 28 Feb, 2024 @ 12:21am

Changes:
- Red Fort now is able to hit artillery of the Gunpowder and Enlightement ages if the player has researched all fortress range upgrades available and added a general to it, making it extremely hard to destroy and giving the option to really secure a specific area

Fixes:
- Fort ranges have partly been reduced so the British can't directly shoot at artillery with their forts anymore

Update: 6 Feb, 2024 @ 1:51am

Changes:
- Caravan costs massively reduced in order to go along with the new caravan income calculation from the script

Fixes:
- Fixed the Taj Mahal caravan bug where it reduces the max amount of caravans by 1, in the hopes that it is multiplayer compatible when both players have it

Update: 7 Jan, 2024 @ 1:40pm

Changes:
- You can now build 7 addtional farms per city level to balance out the high demand of food and make upgrading cities more viable as alternative to building new cities
- Light cavalry is cheaper
- Statue of Liberty doesn't entirely remove attrition anymore but still reduces it a lot
- Fortresses and Redoubts have slightly changed firing behaviour to simulate having splash damage
- All buildings take twice as long to build and building HP scales a bit differently to make the HP and construction time upgrade in the lumbermill more valuable

Fixes:
- Removed bugged splash damage from some defensive buildings that lead to units being healed instead of damaged
- Changed the amount of farms in city descriptions to the correct amount per city level
- Future units are now properly integrated into formations instead of spreading out infantry way too much

Update: 7 Nov, 2023 @ 6:49am

Fixes:
- CtW Free Nations now properly research technology like all other nations
- "Allies at war" messages can no longer be simply ignored by pressing ESC or enter
- Territory and nation information when hovering an army over enemy territory no longer randomly stops working while in the middle of a campaign

Update: 3 Oct, 2023 @ 1:40pm

Fixes:
- Buying an army in CtW doesn't cost double the amount of tribute anymore
- Free States/Americans in CtW aren't considered when trying to call allies into your wars anymore
- When allies in CtW ask for your help regarding war you will always be told which nations they also have started a war with for which they have not asked for your help with yet

Update: 28 Aug, 2023 @ 3:51pm