Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Rome II Total Realism III (discontinued)
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Update: 29 Dec, 2016 @ 12:09pm

3.13

- converting battlefield setup from meters scale to yard scale
- unit battlefield speeds were increased by 10-15%
- range of weapons was increased by 10-15%
- ignition treshold and hitpoints reworked for gates, they will be destroyed by fire slightly faster
- all barbarian walls and building structures got reduced HP, therefore will be faster destroyed by siege artillery

Update: 18 Dec, 2016 @ 12:16pm

3.12

- adjusted diplomacy friendliness levels, making friends will be harder, while making enemies easier
- tweaks to AI deal evaluation and treachery mechanics
- new icons for Socii Italic units (based on Hastati/Principes)
- reworked Clipeati Campani to heavy sword elite unit

Update: 11 Dec, 2016 @ 5:16am

3.11

- adjusted building bonuses, industry dominant cities now provide more income from local industry
- added recruitment slots to barbarian cities
- fixed diplomatic trade requests for money, factions will now not give up their money so easily
- adjustments to unit quality weighting, and army compositions
- increased AI aggressivity for all campaigns
- slightly adjusted stats and costs for early Italic Socii units
- reduced effectivity of missile units in auto-resolved battles
- Greek Slingers and Helot Slingers now only available from military buildings
- reduced block chance for cavalry shields
- reduced defense stats for shields used by missile units
- added melee version of shields to all melee units that used same shield as missile infantry
- increased armor bonus for bronze plated shields (+10), and small defense bonus (+2)
- increased armor bonus for solid wooden shields (+5)
- winning combat slightly, winning combat, and winning combat significantly morale bonus increased (+5/+10/+15)
- removed stance upkeep reductions (too complicated for AI)

Update: 6 Dec, 2016 @ 5:46am

3.10Bugfix

- fixed attrition values being too high

Update: 6 Dec, 2016 @ 1:30am

3.10

- Reworked combat stats for Melee infantry
- added barbarian cavalry units recruitable from towns with horse resource
- complete morale setup overhaul, penalties for being attacked in flank and rear reduced, penalties for taking losses increased.
- Hit chance for flank attacks increased, defense on flanks decreased
- Siege defenders now get a huge morale bonus while fighting behind unbreached walls. Bonus gets removed once walls are breached.
- Last stand defenders get defense bonus to fight harder
- Politics offices reworked, now each rank increase attributes (Romans focus on authority, Greeks Subterfuge, Barbarians Zeal, with some exceptions like Spartans which also focus on Zeal)
- Attribute bonuses adjusted, with linear progression
- Projectile dispersion reworked, long range projectiles will be less accurate against moving units
- small increase in damage for Pilum and soliferrum javelins
- cohesion will restore a lot faster with unit left idle

Update: 28 Nov, 2016 @ 9:21pm

3.09 quickfix

- breaking off ignore mass and collision direction checks disabled to prevent routing units moving through enemy units and causing attacked in rear penalty

Update: 28 Nov, 2016 @ 1:42pm

3.09 quickfix

- fixed issue with units going into shatter instead of routing.

Update: 27 Nov, 2016 @ 8:03am

3.09

- updated projectile dispersion patterns, light projectiles have larger dispersion area at longer range than heavier projectiles.
- tweaked morale setup, removed attacked in flank, attacked in front penalties, instead combat penalties are received from winning/losing combat
- fixed price for Bloodsworn and Roundshield swordsmen
- updated icon for Iberian Scutarii and Iberian Swordsmen, now with Iberian sword (gladius) instead of Falcata

Update: 20 Nov, 2016 @ 9:54am

3.085

- Mercenary Iberian Noble Warriors got Iberian sword instead of Falcata
- Roman Heavy Marines, Marines (Late) and Light Marines stats reduced
- Adjusted melee weapon stats
- Small tweaks to AI diplomacy, reduced amount of money AI will use for diplomatic treaties

Update: 20 Nov, 2016 @ 3:04am

3.08

- Extended recruitment options for barbarian factions (Celts,Germans,Dacians,Illirians,Iberians,Thracians) and Greek Factions. (AI will have more recruitment choices early on)
- Recruitment times reduced, now heavy infantry needs 3Turns, Cavalry 4T,Skirmishers 2T. Auxiliary units require 2-3T
- Generals gain more experience winning battles. Army experience gains reduced.
- Adjustments to growth requirements, now tier1 and 2 require 6 growth points, tier 3 and 4 8 points.
- Multiple tweaks to units morale
- Adjustments ancillary effects, multiple ancillaries reworked, some effects increased.
- Quinquereme build-able from tier II Harbor, Liburnia from Tier II Trade port in Augustus campaign