Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Mortiso realism overhaul
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Update: 5 Jun @ 12:22pm

-Added new skins for achaean units.

-Building cost more progressive

Update: 3 Jun @ 4:54pm

-Added new sherden units

Update: 31 May @ 3:40pm

-Added the most accurate helmet for the myceanean heavy archers

Update: 31 May @ 2:19pm

-Bigger maps (Around 1,4x1,4 km size) Some have zones a bit buggy or very uncomfortable deployment zones. Also some inherited ones from TROY TW have edges not well shaped. River crossings, sieges and some other special maps could be standard size still.

-New historically researched skins for units from Nubia and the Aegean, with a few changes in habilities, entities and weapon stats. Thanks to @Kelly Too Sween for his help to find better assets.

-New unit spacing types and colision boxes sized to better simulate diferent types of formations with much better looking.

Update: 29 May @ 2:29pm

-New historical reskin (WIP) based on descriptions and art depictions

-Food and wood income adjusted to better match the resources of the historical region

-Migration from the type/tier weapon damage+attack defense system to a specific representation of each bronze age weapon and shield.

Update: 20 Apr @ 4:18am

-Adjusted fatigue for formations.

-Reckless advance formation for axe units reworked.

-New layer of logistics representation for armies. Now upkeep is linked to influence. This repesents your authority or persuasiasion over local elites. In this case how eager they are to support your army needs in their local markets. Armies in foreign territory or with very low influence are going to have penalties in upkeep as the logistic train is taking longer routes and local markets are not helping in reduce needs.

-Upkeek and replenishment bonus and debuffs adjusted to better represent men abaliability and the slow peaced 12 turns per year base setting

-Now some technologies have advantages and disadvantages to better represent social and administration changes.

-Simplified combat animations to make combat look less fancy and messy and soldiers keep better formation line.

Update: 28 Feb @ 9:10am

-Now formations spend stamina. CA developers forgot and units using formations had infinite stamina.
-Some changes in stats to formations. Now reckless advance better simulates the push in the enemy line to make short weapons like clubs or axes more effective.

Update: 25 Feb @ 7:18am

-Lethal blow chance better adjusted to the unit's armor and shield performance with new entities.
-Lethalt blow chance adjusted for 2 handed axes. Piercing damage adjusted for kopesh
-Exhaustion fatigue penalty deleted.
-Sea and river movement points adjusted to better match real distances in a month voyage for armies.

Update: 24 Feb @ 12:48pm

Update: 17 Feb @ 5:59am

-Adjusted fatigue