Total War: ATTILA

Total War: ATTILA

Realistic Infantry Overhaul for 1212
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Update: 19 Jun @ 2:06am

Changelog Highlights v2.4​​

🏹 ​​Windlass Crossbow Animations​​
• Fully historical reload sequence with standard fatigue calculation
• Optimized models

🔫 ​​New Sidearm Mechanics​​
• Added pistol charge animations
• Otimized handcannon ,mushkert (rebalanced)

🥷 ​​Assassin Stealth Overhaul​​
• Active camouflage skill (replaces passive invisibility)

Update: 9 Jun @ 8:50am

Update: 7 Jun @ 2:15am

Updates

Musket Animation Optimization
All musket reloading and shooting animations optimized based on PIL, with key remakes for Musket (Matchlock) and Zanburak (Heavy Matchlock) animations.

Musket Unit Movement Speed Adjustment
Mushkert unit movement speed increased to 20-30 (Ultra-Heavy to Extremely Light armor classes).

Melee Animation Tweaks

Two-handed greatsword animation fine-tuned.
Improved formation discipline for trained armies.

Unit Card Remasters
Remastered low-quality unit cards for added units such as Rocket Units, Tuareg units, and kretikai Guard.

Balance Adjustments

Focus Skill: Reload speed nerfed to 30%.
PAVISE (Great Shield) ranged units: Melee attack/defense ×0.8 (toned down due to overpowered close combat stats).

Equipment Stats Overhaul

Partial equipment stats corrected; horse stats remade – horse breeds and barding protection now displayed independently.
Arab Elite Matchlock model optimized.
Yeniçeri musket units' uniform colors fully synchronized with their unit cards.

Musket Damage Adjustment

Improved armor penetration – muskets now pose greater threat to plate armor units.
Hand Cannon shooting attributes fine-tuned.

Assassin Recruitment Overhaul
Assassin units previously underused due to strict recruitment requirements – now adjusted:
• Available to all factions (requires converting to Shia faith).
• Recruitment points:
▪ Shia Mosques (2 initial squads, upper limit unlocked via mosque upgrades).
▪ Eastern Kingdom mercenary camps (e.g., Khwarazm, Ilkhanate) – limited to 2 squads per region.

Elephant Recruitment Update
Elephants no longer require specific recruitment conditions – both Melee Elephants and Greek Fire Elephants can be unlocked via Elephant Habitats.

Wardog unit
Wardog Ranged Infantry units caused CTD (crash-to-desktop). All Wardog Ranged Infantry units have been removed. African factions' Wardog units are now retained as melee-only. Welsh Wardog Ranged Infantry Longbowmen converted to standard archers. Sherwood units now provide stealth capabilities

Update: 7 Jun @ 12:36am

Update: 23 May @ 8:42am

Rebalanced missile block mechanics, adjusted handcannon models, optimized certain animations. Due to changes in animation logic, compensated by optimizing reload times for some firearms.

Update: 22 May @ 1:44am

Core Changes
1. Cavalry Charge Rules Overhaul
- **Only lancer units** can charge the following targets:
• PAVISE shield bearers
• Spear infantry
• Polearm/pike formations
- Non-lancer cavalry will **trigger panic** in their mounts before contact (auto-canceling charges)

2. Handcannon Unit Specialization
- Non-PAVISE **handcannon troops** are now a standalone class
- Adjusted attributes:
• Slightly reduced range
• Added **two-handed melee attacks** (smashing enemies with handcannons)

3. Dynamic Stamina System
- AI-optimized **tiered stamina rules**:
• Light units: **Zero stamina drain** while sprinting
• Heavy units: Continuous stamina loss during movement/combat
• Cavalry/mounted infantry: Gain **extra stamina recovery** (disabled when dismounted)
- *Note: The UI shows "-0 fatigue" due to integer rounding, but fractional values (e.g., -0.3) are fully functional*

4. Polearm Tier System
Introduced Elite Polearms (ELITE/WELL tier) and Standard Polearms

Elite Polearm Traits:
• Overall stats surpass standard tier, matching poleaxe effectiveness
• Exclusive Armor-Piercing property (balance under monitoring)
• Tactical contrast with poleaxes' Shield-Piercing

Unit Distribution:
• Elite Polearms: 41 units
• Standard Polearms: 132 units

5. Animation Integration
Optimized animation blending to minimize clipping



Testing Guidelines
- Current stamina rates are **initial test values** – player feedback is requested
- Focus test scenarios for cavalry panic mechanics:
▪ Light cavalry accidentally triggering spear formations
▪ Heavy cavalry vs. lancer unit attrition ratios

Update: 18 May @ 7:45pm

Adapt to the latest updated AD1212

Update: 12 May @ 8:06pm

Major Update
Theme:Data optimization

《Realistic Infantry Overhaul》
◆Core Features:
1. Sidearm Tier System(one-handed melee weapons)
▫️Elite - Mastercrafted Sidearms
▫️Superior - Standardized (Maces/Axes/Swords/Scimitars) + Quality Generic Sidearms (-0.5 tier)
▫️Standard - Basic Sidearms
▫️Inferior - Crude Sidearms + Civilian Tools (-0.5 tier)

2. Distribution Logic
- Sidearms allocated according to drill level
- Ranged units receive sidearms one tier lower
- Elite/Superior ranged cavalry equipped with AP sidearms
- Lower-tier ranged cavalry use non-AP sidearms

3. Formation Discipline
- Units above regular drill level gain +20% formation cohesion

《Realistic Missile Overhaul》
◆Advanced Firearm Classes:

Musket - Range: 180; no knock-back; Accuracy: -2; penetration effect.
Metris Tüfengi - Range: 210; no knock-back; Accuracy: +2; penetration effect.
Mosquete - Range: 195; knock-back effect; penetration effect.
Elite Mosquete - Range: 200; knock back effect; Accuracy: +10; penetration effect.

◆Faction-Specific Allocation:

Rus and Western Europe: Musket
Spain and Aragon: Mosquete/Elite Mosquete
Islamic Factions: Metris Tüfengi

◆Siege Engine Adjustment:
Trebuchets now launch +10 sub-projectiles upon splitting

《Realistic Cavalry Overhaul》
◆Equine Class Restructuring:

Fine Horses (Elite Horses) include three subtypes:
Light: Elite Euro-Arab Courser
Medium: Elite Ferghana Rouncey
Heavy: Elite Destrier

Good Horses (Warhorses) break down as:
light_charge: Courser
medium_charge: Rouncey
heavy_charge: Charger

Riding Horses comprise:
light: Light Horse
medium: Medium Horse
heavy: Heavy Horse

Inferior Horses consist of:
light_euro_pony: Euro Pony
pack_horse: Pack Horse

◆Unit Reclassification:
- Massagetoi cavalry redesigned as hybrid shock cavalry

《Visual Equipment System》

◆New Interface:
- All units display dynamic equipment panels:
• Infantry: Armor | Shield | Weapon
• Cavalry: Armor | Steed(Mass:xx) | Weapon

PS:The mass of cavalry will now be displayed on the panel, allowing you to visually compare which cavalry will gain an advantage in battles


◆Developer Commentary:
- Solves persistent model-stat mismatches from AD1212 MOD
- Player reports via dedicated discussion forum welcomed
- Transparent equipment data for efficient debugging

Update: 8 May @ 8:08am

Summary
We are introducing a series of targeted balance adjustments to melee weapons and shields to better differentiate weapon classes and maintain appropriate counters.

Dual-arms receive a modest buff to keep them distinct from the newly strengthened Single-handed variants.

Two-handed weapons are tiered so that “peasant” T3 infantry weapons drop from 28+26 to 20+20 damage (with a -2 decrease of anti-infantry bonus, and values for other tiers scale down proportionally), Meanwhile, the two-handed axe gains +5 basic damage and +2 armor-piercing, and the greatswords gains +10 basic damage.

Single-handed variants (“sidearm”) have been split into 3 tiers-militia, regulars, and veterans-with each tier’s weapon stats individually tweaked to reflect troop quality. All nation-specific special units (e.g., Tserig Siege Breakers, Huskarls, etc.) keep their bespoke values unchanged.

Shields now provide missiles block chances in direct proportion to their measured areas (small/medium/large = 6/12/27 ranged‐block), with diminishing returns at higher ages—armor type and era now affect ranged block more than shield model. All shielded units also gain a more noticeable lift in both armor and melee defense.

Unshielded heavy infantry (T1-T3) retain a baseline of 35-50 bonus missiles block chances, preventing them from being slaughtered indiscriminately by arrow volleys.

Update: 5 May @ 6:15am

Re-adjust the missile block:
The missile block of the heavy and plate armor units should take the highest value and not be stacked. Cancel the missile block increase from T1 to T3 . Strengthen the T1 to T3 bonuses to the shield and armor.
The following far resistance data is unified: heavy shield 85, T3 heavy plate armor 85, T2 heavy plate armor 75, medium plate armor 45. Large shield 50, medium shield 35, small shield 10, light armor bonus 5, medium armor bonus 10 points, heavy armor bonus 20 points.. Additionally, for balance, compensate 10 points of missile block for non-plate armor two-handed units

Optimize the unit data of daahaka