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Leonardo

Patch Notes for Attila TW

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Sorry for posting an Attila update almost a week after it got released.  Anyway, here is the first changelog for Attila.

 

 


Full update notes

Update coming 04/03/2015

Gates

  • Torching settlement gates has been replaced with the ability to hack them down with melee attacks. This new last-resort feature has been made in response to community feedback, and is an important mechanic to enable the attacking side to still have a chance of besieging a settlement even when their siege engines have been destroyed. The trade-off is that it comes at an extremely high price for the attackers. It’s the pyrrhic act of a desperate general.
    • Certain weapons are more effective at destroying gates than others. Axes and two-handed weapons are the most effective, followed by swords and maces, followed by spears, daggers and pike. The less effective a weapon is, the more time it takes to break through.
    • Given the prominence of towers, boiling oil etc in ATTILA, attacking gates is a very costly exercise for the attacker, and the AI will only use it as a last resort.
    • If the AI attacks gates, it will employ more heavily armoured troops to do so, though it will deprioritise the use of elephants and its general.
    • Basic barbarian settlement gates can be burned down at range using fire-arrows, though this is less efficient than before. Reinforced or bronze gates are immune to fire altogether, and when no artillery is present, will need to be engaged in melee.
    • The AI is more likely to build siege equipment on the campaign map before assaulting a settlement.

Technical and Performance improvements

Battle

  • Level of detail on certain units in battle is now handled better on Mac.
  • Improved how the level of detail changes on trees on the campaign map, to make it less noticeable.
  • Optimisation for unit banners in battles.
  • Memory optimisation for imposter sprites.
  • Fixed various instances which may cause crashes.
  • Added missing Hadrian’s Wall back into battle outfields.

Campaign

  • Fixed a 30-60 second freeze that sometimes occurred after ending turn in Campaign modes.
  • Improved video playback.
  • Fix for the Campaign map terrain sometimes turning dark/black after leaving a Campaign battle during the End Turn sequence on Mac.
  • Some beaches around the coast of Britain will no longer appear white through the Campaign shroud, as they did before with certain graphics settings.
  • End Turn times optimised.
  • Fix for error in event generation logic.
  • Fixed various instances which may cause crashes.

General

  • Improved performance with AMD graphics cards.
  • AMD MSAA optimisation.
  • Changing the "Unit Detail" graphics settings during battle will no longer cause some units to lose their weapons.
  • Optimisation to reduce the VRAM usage in battles.

Gameplay Improvements

Battle

  • Updated some battle environments.
  • Updated Barbarian gate house, shifting the gate forward so attacking units would be effected by boiling oil.
  • Fix for a battle map near Constantinopolis, where the terrain previously allowed the player to deploy land units in midair above the sea
  • AI controlled elephants are now less likely to attack settlement gates in battles.
  • Improved the coordination of the siege AI when attacking walled settlements in order to use their artillery and siege equipment more effectively.
  • Added more variation to the environment lighting in late game battles.
  • Campaign AI no longer always accepts war coordination targets.
  • Improved Battle AIs placement of units within settlements.
  • Fixed a battle AI bug which caused units to reform unnecessarily when being commanded by the AI to attack walls.

Campaign

  • Updates to victory conditions:
    • Reduced number of units required for Western Roman Empire to achieve Divine Victory.
    • Reduced number of buildings required for Divine Victory for Western and Eastern Roman Empires.
    • Fix for the wrong port building being specified in the Divine Triumph Victory requirements for the Eastern Roman Empire.
  • Improved Prologue scripting to prevent some strange behaviours, such as the Huns wandering off in the late stages of the prologue, the Eastern Roman Empire not declaring war for many turns at the end of the prologue, and a progression blocking issue when the player did not own Apulum at the time the script expected them to.
  • Campaign AI is now more likely to hold sieges for longer.
  • Campaign AI is less likely to underestimate its chances when attacking enemies in Forced March stance.
  • "Controlled water" morale effects are now also applied in "Shared water" in the sea during Campaigns.
  • Fix for armies controlled by Campaign AI sometimes getting stuck in a settlement’s Zone of Control.
  • Fix for a bug causing Blockades and Sieges to not end, when a settlement was razed during Campaign modes.
  • Non-Horde region-less Factions, and Hordes with navies but no armies, are now forced to capture settlements instead of razing, sacking etc.
  • Fix for "Governed Province" bonuses applying as "Local Province" bonuses when the character is not a Governor in Campaign modes.
  • Infighting effects are now removed when going to sea in Campaign modes.
  • Infighting effects are now removed when a faction is no longer a Horde in Campaign modes.
  • Fixed some campaign Dilemmas that were not spawning the agents they promised.
  • The "Employ Him" option on the Stonemason subject dilemma no longer kills a random character.
  • The "Do Nothing" option on the Tribal Loyalty" subject dilemma no longer has a public order reduction effect.
  • Fixing issue where Huns would not get any missions after a prolonged period of play.
  • Added a rematch button for final battle in the Prologue when the player loses.
  • Adding more conditions to diplomatic events in Campaign modes.
  • The calculation of the "Ferocious Warriors" passive bonus has been changed to better match its tooltip. It was previously calculated based on casualties sustained during the current battle. It is now calculated based on casualties compared to the unit’s full strength.

Balancing Changes

Battle

  • Balance pass on building damage.
  • Fixed shields appearing too dark on the battlefield.
  • Corrected some unit selection voiceovers.
  • Music-ducking when horses pass under the camera has been improved.
  • Burning embers on trees in battle have been improved on Mac.
  • Fixed a descynchronisation in the Multiplayer battle setup lobby, which could cause a crash.
  • Removed "Fire damage" from gates tool-tip in battles, as they can no longer be burnt down.
  • Refined wavering animations and fixed additive animation on certain units
  • Vegetation now correctly impedes projectiles.
  • Added a new dynamic state to the music to break up the intensity in battles.
  • Fixed text clipping on second player’s faction dropdown in the battle setup screen.
  • Fixed the rotation of certain upgraded battle tiles, so they fit into the terrain properly.
  • Fixed incorrect positioning/scaling of unit marks in battle, which sometimes obscured the unit health bars on unit markers when the games resolution was set below native resolution. Also improved the sharpness of these when the game is played above native resolution.
  • The sun colour in the battle environment no longer affects the colour of the battle deployment areas.
  • Fixed clipping and visibility issues with some Longbow, Camel and Falx units.
  • Unit markers now appear in the Tactical Map view during battles, when enabled with the "Show unit markers" game setting.
  • Decals on top of settlement walls in battles will "smear" less down the face of the wall.

Campaign

  • Rebalanced spawned Hunnic enemy armies in Campaign Modes.
  • Various subjects and their effects have been updated.
  • Fixed a texture on the nomadic spy model in Campaign modes.
  • Fix for lighting with climate change in Campaign modes.
  • Fixed a screen corruption for the Player 2, which occurred while Player 1 watched the "Attila is born" full-screen cinematic in Multiplayer Campaign mode.
  • The correct attribute tooltip is now displayed in the factors tooltip when hovering the mouse over attribute icons in the Diplomacy panel.
  • Defeating an army that is besieging an ally's settlement will no longer cause the occupy settlement UI to appear in Campaign Modes.
  • Public order mission will no longer remain after being completed in the Prologue.
  • When researching the "Manoral Lands Civil" technology in the Prologue, the exclamation mark to indicate that the technology is fully researched will no longer appear 1 turn before it is completed.
  • Fixed cases where the player could not allocate a General into the Warlord seat in Office after meeting the requirements in Campaign modes.
  • Characters will no longer disappear from the Family Tree when married off to a Widow.
  • Players are no longer able to construct multiple lower-level variants of the same building in hordes when this is not the intended design.
  • Migrating Barbarian civic buildings no longer transform into an industrial building when demolished.
  • Added missing building entries to the encyclopaedia.
  • Changes to how the Campaign Victory screen is displayed when completing multiple Victory conditions:
    • For every victory type, the victory panel with "Quit" and "Continue" options is displayed.
    • The first ("Minor") victory does not play a movie, just the panel.
    • The second ("Cultural or Military") will show a movie, then the Victory panel.
    • After choosing to "Continue", achieving the other ("Divine Triumph" and the remaining "Cultural" or "Military") Victory conditions will once more prompt the player with the Victory panel with options to "Quit" or "Continue".
  • When clicking the faction icon for a faction with no regions owned and no faction leader in the Diplomacy panel, the camera will now centre on an army or navy owned by this faction instead of an agent.
  • Fixed blank missions panel being shown in the Prologue.
  • When the player choses to withdraw from an enemy attack during the End Turn sequence in Campaign Modes, the "Army Withdraws" message will no longer be received twice.
  • In the Prologue Campaign, the Governor slot on the Family Tree panel will no longer overlap the details panel to its right.
  • Tweaked the sensitivity of campaign map tooltips, to fix issue where would immediately disappear when opening up due to subtle camera movements.
  • Siege attrition is now updated on the Pre-battle panel and tool-tip, so it's now clearer how long a garrison has before supplies run out and they suffer attrition.
  • Fixed incorrect display of trade partner values when blockaded.
  • The Sea Route icon has been updated so the player can tell it apart from Sea Route Blockaded icon.
  • Updated trade breakdown tooltip to have long term relationship value on it.
  • Added raided/blockaded to tooltip of resources on the Finance panel, as red state was a bit unclear.
  • Added raided/blockaded texts for trade tooltips in Campaign Modes.
  • Fixed Total Export label text shrinking prematurely on the Finance Panel in Campaign modes.
  • Fixed incorrect positioning of faction icon on agents on the Tactical Map in Campaign modes when no regions owned and no faction leader.
  • Fixed spy effect icons spilling out of the Settlement panel in Campaign modes, the icons now overlap when necessary to fit in the available space.
  • The "Influence Breakdown" subheading on the Province Overview panel in Campaign Modes now fits better in the available space.
  • Added more room for text on the campaign dilemmas user interface.
  • Fix for pre-battle camera location loading incorrectly in Legendary difficulty campaign autosaves.
  • The target for a War co-ordinator can now be set by clicking on the army/faction icon in Campaign modes.
  • The encyclopaedia is now closed when a fullscreen movie is played.

General

  • Correct number of SSR options will now be displayed in the game’s settings menus.
  • Non-migratory Barbarian City and Towns building descriptions have been updated.
  • Added missing cursor variants in the Mac version of the game.
  • The opening cinematic at the start of the game will no longer freeze when the player minimises the game window.
  • Fix for loading screen sometimes not having any audio.
  • Improved advisor lip syncing in Italian.
  • Port building chain descriptions have been corrected.
  • Fixed the label for the "Show unit banners" (Zobrazovat praporce jednotek) option in the Game Settings in the Czech language version.

 

 

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The Celt Culture Pack will shortly be released and with it also a patch for Attila.

 

 

Total War: ATTILA - Tin Isle Mercenaries Update

Due next week, alongside Celts Culture Pack Release.

This update brings with it many performance, technical and gameplay improvements, and plenty of unit rebalancing. It also introduces a raft of mercenary Celtic units and ships which may be recruited by any forces stationed in and around the Brittanic, or as the Greeks named them, Tin Isles.

All players will get access to these mercenary units, even if they do not purchase the separate Celts Culture Pack.

All Celtic units have the Guerrilla Deployment trait, which gives them a vastly larger area in which to deploy across any given battlefield. This can bring a disruptive new dimension to your army’s skillset, enabling it to perform surprise attacks early in the battle and from unexpected directions – even from concealment behind the enemy.

Celtic Mercenary Land units:

  • Mercenary Celtic Brigands: Tier 1 light javelin skirmishers
  • Mercenary Celtic Levy: Tier 1 light spear infantry
  • Mercenary Gazehounds: Tier 1 medium warhounds
  • Mercenary Celtic Band: Tier 1 light sword infantry
  • Mercenary Celtic Onager: Tier 1 light artillery
  • Mercenary Celtic Cavalry Raiders: Tier 1 very light skirmisher cavalry
  • Mercenary Celtic Axe Band: Tier 1 medium axe infantry

Celtic Mercenary Naval units:

  • Mercenary Celtic Berserker Marauders: Tier 1 light axe berserkers
  • Mercenary Celtic Marauders: Tier 1 medium melee
  • Mercenary Celtic Heavy Marauders: Tier 1 heavy melee
  • Mercenary Celtic Light Marauders: Tier 1 light melee
  • Mercenary Celtic Bow Marauders: Tier 1 light bow

Technical and Performance improvements:

  • Fixed some memory leaks in battle, which could lead to crashes.
  • Fixed a crash bug in cinematic display.
  • Fixed a rare crash when hovering the mouse over a family members portrait.
  • Fixed a crash when spawning a Civil War for hordes.
  • 1920 x 1080 full screen resolution is now supported on 27’’ iMac.

Gameplay Improvements:

Battle

  • Fixed a rare issue that caused an attacking army to get stuck when assaulting walled settlements.
  • Fixed a bug which could cause artillery units in battle to target buildings that were too far away for them to consistently hit.
  • Fixed a rare issue that caused the AI to appear unresponsive for a time during river battles.
  • Fixed an issue where the attacking settlement AI in battles was stalling due to it being given too many change-formation orders.
  • Improved siege tower docking in Tuesis battle map.
  • Generals will now have facial animation / lip-sync when giving their speech on the battlefield.
  • Change to Battle AI sally-out behaviour, so that the units don't wait so long before attacking if they are under fire.

Campaign

  • Added 6 new General units to Longbeards DLC:
  • Alamans:
    • Bejewelled Retinue
    • Chnodomar's Entourage
  • Langobards:
    • Redoubtable Chieftain
    • Godan's Warlord
  • Burgundians:
    • Burgundian Guard
    • Royal Burgundian General

Further Campaign improvements:

  • War Hound units have been made more powerful in the auto-resolver.
  • Multiple mini rebel armies should no longer spawn in a region. If there is already an active rebellion in a region, and the region hits -100 public order again, a large rebel army is spawned and the public order is reset to 0.
  • Script improvements to the prologue.
  • Campaign AI is now less likely to focus on razing provinces within the first 100 turns.
  • Attila and the Huns will now be more active in Campaign modes once Attila has become king and the Western Roman Empire has just collapsed.
  • Campaign AI will now accept trade agreements more often.
  • Made the campaign AI less aggressive to hordes in some cases (preventing them chasing the horde around the campaign map so much).
  • Non-playable hordes will no longer suffer auto-resolver penalties just because they don't own any regions.
  • Excubitores Cavalry Guard are now a standalone unit for the Eastern Roman Empire, instead of an upgrade from Scholae Palatinae. Scholae Palatinae can still be upgraded to Tagmata Cavalry by researching the Billeting technology.
  • Nordic Axe Warband can now be recruited from the Level 2 Smith, instead of the Level 3 Smith.
  • Nordic Axe Warriors are now a standalone unit that can be recruited from the Level 3 Smith. Nordic Axe Warbands no longer upgrade into Nordic Axe Warriors.
  • Gothic Warband no longer upgrade into Gothic Falxmen. Gothic Falxmen now upgrade into Thracian Warriors and then into Thracian Oathsworn.

Usability Improvements:

Battle

  • Capture/building icons are now hidden in first-person mode to improve immersion.
  • Spectators can now quit out of multiplayer battles during deployment.
  • Selecting Vandal assault ships in the Cartagena Historical Battle will no longer trigger Hunnic voice over.
  • Re-centred the battle timer position on the battle setup screen.
  • When loading a replay, multiple battle voice over will no longer simultaneously trigger at the end of the loading screen.
  • In Longbeards DLC, the Alaman Bejewelled Nobles will no longer reply as Langobard Champions when selected.
  • The Aide De Camp in battles will no longer tell the player that they are outnumbered under circumstances when they are not.
  • Improved Aide De Camp audio in encampment battles and improved fleeing units audio.

Campaign

  • Zooming in and out of the Family Tree in Campaign modes is now possible using the mouse wheel.
  • The text in the tool-tip for ‘Snow Attrition Immunity’ on the unit card is no longer repeated several times.
  • Fix for camera pop at start of prologue preamble cutscene.
  • Fixed some button tool-tips in the ‘Records’ panel in Campaign modes.
  • Added a tool-tip to the ‘Attrition’ icon on the pre-battle screen in Campaign modes.
  • The player is no longer able to incorrectly set war coordination targets on desolate provinces when at war with Western Roman Separatists.
  • Spy will no longer be displayed in the wife slot when toggling through characters in the campaign map details panel.
  • Roman units hired by Ostrogoths will no longer have barbarian voices in Campaign modes.
  • The effects of each level of Imperium are now displayed on a tool-tip when mouseing over the Imperium bar in the Faction Summary screen.
  • Siege equipment has been re-balanced in the auto-resolver.
  • Political power bar will now update after a character has been elected to officer.
  • Converted priests’ titles will no longer display as ‘priestess’ on the details panel in Campaign.
  • Small tweaks to the layout of the building info panel.
  • Fixed food effects not appearing on raiding stance tooltip.
  • Fixed not being able to select puppet state/client state faction icons in the diplomacy panel.
  • Slightly changed how diplomatic attitude categories are displayed (e.g. ‘friendly’), and barbarians now start with less indifferent personalities.
  • Fixed issue where the tactical map could disappear.
  • Attila's portrait will now appear correctly in the Family Tree.

General

  • Fixed a bug where the player could see the opponent’s unit composition in Multiplayer Battle lobbies in some circumstances.
  • Added ‘Hints and Tips’ button to the in-game menus.

Balancing:

Campaign

  • Changed the Burgundian faction trait ‘harsh sustenance’ to also apply to all levels of fertility below ‘poor’ in Long Beards DLC.
  • Battle Difficulty slider is now deactivated while playing the campaign in Legendary difficulty.
  • Rebalance of the costs to hire Other Nobles' general candidates.
  • ‘Great Power’ trait has been rebalanced.
  • Less chance for anti-empire Campaign AI personalities.
  • Romans now use more Scorpions.

Unit balancing:

  • General price-balancing adjustments across the board
  • Extremely high morale units had their prices re-adjusted
  • Several minor (+/- 1/2) stat changes
  • Berserkers (All types):
    • Morale reduction
    • Slight HP increase
    • Reasonable price drop
  • Spear units:
    • Can withstand charges slightly better than before
    • Several higher tier units get heavy spears to make them a bit stronger against cavalry
  • 1h Axe units:
    • Bonus versus infantry was changed from 0 to 5
  • Mace:
    • Damage was flipped from 20 base and 5 AP to 5 base and 20 AP
  • Shock Cavalry:
    • Most units get a slight charge bonus boost (+5)
    • Most units get a slight HP boost (+10HP)
    • Some units get improved lances (see individual entries below)
    • Medium horses get a slight speed increase (+5)
  • Mercenary Onagers:
    • Both recruit and upkeep costs went up significantly
  • Bows:
    • Whistling Shot duration increased from 20 to 30s
    • Reload time of flaming shots increased
    • Added a +10 bonus vs infantry to Heavy Shot
  • General price re-adjustments all across the board
    • Moral pricing is clamped at 72 (beyound it it's free)
    • Having precursor weapons have a lesser impact on the price
  • Barbed Javelins (Longbeards DLC):
    • Normal - lower base damage
    • Heavy - lower base damage but higher AP damage
    • Both get Bonus damage vs infantry to account for the loss of base damage
  • Germanic Mounted Warband (incl. Mercenaries):
    • Regular spear replaced with short spear (lower damage)
  • Germanic Horsemen:
    • Regular spear replaced with short spear (lower damage)
    • Smaller shield
    • Mass decreased from heavy to medium
  • Elite Germanic Archers:
    • Slight rate-of-fire buff
  • Taifali Cavalry
    • Lost its Expert Charge Defence attribute
  • Nomadic Mounted Archers:
    • Added Parthian Shot ability to all
  • Noble Alani Cavalry:
    • Spear replaced with heavy spear – more damage vs cavalry
  • All Sarmatian Cataphracts:
    • Lance replaced by an elite version – more damage vs cavalry
  • Burgundian Barbed Lancers:
    • Lances deal less damage to mounted units
  • Royal Lancers:
    • Armour decreased from 50 to 48
    • Lances now deal less damage to mounted units
  • Tagmata Cavalry:
    • Heavy spear replaced by regular spear – less damage vs cavalry
    • Round shield replaced by small round shield – less armour and missile block chance but higher melee defence
    • Slight HP reduction
    • Lower mass but higher speed
  • Excubitores Cavalry Guard:
    • Round shield replaced by small round shield – less armour and missile block chance but higher melee defence
    • Lower mass but higher speed
  • Scara Francisca:
    • Lance replaced by an elite version – more damage vs cavalry
  • Elite Sword Heerban
    • Armour slightly increased
    • Missile block chance decreased
  • Royal Anstrutiones:
    • Armour increased
    • Missile block chance decreased
  • Uar Warriors:
    • Bonus vs Infantry decreased from 20 to 10
  • Chosen Uar Warriors:
    • Bonus vs Infantry decreased from 20 to 10
  • Steppe Levy:
    • Cloth armour replaced by leather
    • Tower shield replaced by oval shield
    • Changed from medium to heavy infantry
  • Hunnic Spears:
    • Cloth armour replaced by leather
    • Tower shield replaced by oval shield
    • Changed from medium to heavy infantry
  • Steppe Mounted Brigands (incl. Mercenary):
    • Regular spear replaced with heavy spear – more damage vs cavalry
    • Steppe Raiders:
    • Regular spear replaced with heavy spear – more damage vs cavalry
  • Noble Acatziri Raiders:
    • Regular spear replaced with heavy spear – more damage vs cavalry
    • Replaced cloth armour with lamellar leather
  • Unnigarde:
    • Regular spear replaced with heavy spear – more damage vs cavalry
  • Shamans of the Eternal Sky:
    • Regular spear replaced with heavy spear – more damage vs cavalry
  • Hunnic Horsemen:
    • Cloth armour replaced with leather
  • Hunnic Devil Cavalry:
    • Slight HP decrease
    • Slight melee attack and defence increase
  • Later Hunnic lancers:
    • Lance replaced by an elite version – more damage vs cavalry
  • Avar Horde:
    • Scare trait replaced with Parthian Shot
  • Godan’s Chosen:
    • Melee attack reduced from 75 to 70
  • Elephants:
    • Damage against cavalry increased from 50 to 75
  • Later Sassanid lancers:
    • Lance replaced by an elite version – more damage vs cavalry
  • Pushtighban Cataphracts:
    • Morale increase from 36 to 45
  • Savaran Sardar:
    • Ammo increase from 2 to 4
    • Melee defence increase (+10)
    • Armour increased from 27 to 33
  • Spahbed:
    • Ammo increase from 2 to 8
    • Melee attack and defence increase (+10)
    • Armour increased from 27 to 33
    • Sword replaced by heavy spatha
  • Herculiani Seniores:
    • Mail armour replaced with scale
  • Elite Palatina:
    • Spatha replaced by Heavy spatha

 

 

 

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A hotfix is now live.

 

 


We’ve been listening to your thoughts on the Blood & Burning pack, so we’ve spent the last few weeks re-engineering it for greater impact (yes, that does mean buckets more claret). This hotfix is live now.

There’s a bunch of changes which we hope you’ll like, in particular the much wider range of combat animations which result in copious spillage. Blood decals now appear on all terrain types and they stick around longer, too. You can find the full list of improvements below.

Incidentally, you may notice some subtle changes to the mod manager in the ATTILA Launcher. This is because we’re preparing the ground for the release of the ATTILA Assembly Kit. It’s still in the oven but it’s nearly done, so stay tuned for imminent news!

Blood & Burning update includes:

  • Added blood effects to over 140 more death and wounding animations.
  • With graphics settings above performance/low, decapitations are now more frequent during battles.
  • Improved blood effects in battles, made blood more visible and in some instances, spurts last longer.
  • Added 14 more decapitation/dismemberment animations in battles.
  • Blood will now spurt from the correct location when agents are killed on the Campaign map.
  • Blood will now show on top of snow.
  • Improved framerate when the camera is close to burning people on the battlefield.
  • Increased the amount of vomiting when an army is suffering from sea sickness or plague.
  • Greater frequency of gory animated event pictures.
  • Blood decals will now remain longer on units and on the ground during battles.
  • Improved blood effects from decapitation and dismemberment on the Campaign map after limbs/heads are severed.
  • Units with seasickness on transport ships will now vomit.
  • Units will no longer play two death animations in some cases when set alight by flaming arrows on the Battlefield.
  • Fixed a couple of instances where units’ weapons changed while they vomited.

Other improvements:

  • Local Network/LAN mode on Mac connectivity has been improved.
  • Zooming into the family tree while selecting a target for a political intrigue no longer lets the player select invalid targets.
  • Removed precursor weapons from Germanic Levy and Mercenary Saxon Spears.
  • Fixed a rare save game crash on Mac versions.
  • Improved shadows on the Campaign map on Mac.
  • Fixed a rare crash in the End Turn cycle during Campaigns on Mac.

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Another patch for Attila now live.

 

 


We’ve been listening to your thoughts on the Blood & Burning pack, so we’ve spent the last few weeks re-engineering it for greater impact (yes, that does mean buckets more claret). This hotfix is live now.

There’s a bunch of changes which we hope you’ll like, in particular the much wider range of combat animations which result in copious spillage. Blood decals now appear on all terrain types and they stick around longer, too. You can find the full list of improvements below.

Incidentally, you may notice some subtle changes to the mod manager in the ATTILA Launcher. This is because we’re preparing the ground for the release of the ATTILA Assembly Kit. It’s still in the oven but it’s nearly done, so stay tuned for imminent news!

Blood & Burning update includes:

  • Added blood effects to over 140 more death and wounding animations.
  • With graphics settings above performance/low, decapitations are now more frequent during battles.
  • Improved blood effects in battles, made blood more visible and in some instances, spurts last longer.
  • Added 14 more decapitation/dismemberment animations in battles.
  • Blood will now spurt from the correct location when agents are killed on the Campaign map.
  • Blood will now show on top of snow.
  • Improved framerate when the camera is close to burning people on the battlefield.
  • Increased the amount of vomiting when an army is suffering from sea sickness or plague.
  • Greater frequency of gory animated event pictures.
  • Blood decals will now remain longer on units and on the ground during battles.
  • Improved blood effects from decapitation and dismemberment on the Campaign map after limbs/heads are severed.
  • Units with seasickness on transport ships will now vomit.
  • Units will no longer play two death animations in some cases when set alight by flaming arrows on the Battlefield.
  • Fixed a couple of instances where units’ weapons changed while they vomited.

Other improvements:

  • Local Network/LAN mode on Mac connectivity has been improved.
  • Zooming into the family tree while selecting a target for a political intrigue no longer lets the player select invalid targets.
  • Removed precursor weapons from Germanic Levy and Mercenary Saxon Spears.
  • Fixed a rare save game crash on Mac versions.
  • Improved shadows on the Campaign map on Mac.
  • Fixed a rare crash in the End Turn cycle during Campaigns on Mac.

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There is also a hotfix for Atilla

 

 


Hotfix 03/07/2015

The following issues have been addressed in the hotfix:

  • Players will no longer crash when playing multiplayer with other players who do not own The Last Roman Campaign.
  • Battle lighting will no longer remain dark after the climate change events occur in The Last Roman Campaign.
  • Flattened the terrain in Rome to fix buildings which appeared in offset sections on the battle map.
  • More Separatist armies are now spawned during rebellions. This will only affect new playthroughs/save games.
  • Langobards are now unable to join confederations in campaigns when the player owns Celts DLC. They are bloodthirsty barbarians who pity diplomats.
  • The Ostrogoth Kingdom’s "Pro-Roman" objective can now be completed, as it's now possible to give diplomatic tribute to the Roman Expedition.
  • Fixed an issue in the Multiplayer Campaign script of The Last Roman campaign, where the Roman Empire acted as if The Roman Expedition had separated before it had done so.
  • "Maintenance Cost" will now be displayed for religious buildings in the Building Info panel in Grand Campaign modes.
  • Belisarius will no longer be listed as the Emperor in the family tree during The Last Roman Campaign.
  • Two of Theodora's missions in The Last Roman Campaign now use the correct art instead of the default mission scroll.
  • Births will now show up as events again.
  • Fixed some military (red) technologies having civil (green) icons in the tech tree, both in-game and in the Encyclopaedia.
  • The Reinforcements trait will no longer display a huge number of "Turns remaining". The trait is awarded on completion of a mission.
  • Increased the reward for "The More the Merrier!" objective in The Last Roman Campaign, when playing as the Vandalic Kingdom, from 1000 to 1500.
  • The correct icon for the "Prosthetic Hand" ancillary is now displayed consistently.
  • The Last Roman Campaign is no longer listed as "Belisarius" in the in-game purchasing menu.
  • Unit stats will now only be displayed to one decimal place in the Encyclopaedia.

 

Additional free content

This patch features two pieces of free content for all owners of Total War: ATTILA

New playable faction - The Suebi

The Suebi are now playable in the main campaign, custom and multiplayer battles. They are an extremely warlike people that look back on a long history of conflict with the Romans and other Germanic and Celtic tribes.

The arrival of the Huns and the ongoing migration of the Germanic tribes sees them pushed south beyond the Rhine and they start the game well within hostile territory, in the heart of Gaul with only a single army to their name. Their only option is to move forward, looting and pillaging as they go along, in the hope to find new and fertile lands further south and out of reach of Rome, Attila and his Hunnic hordes.

They boast the following faction traits and new units to aid them in their endeavours:

Faction traits:

Great Migrators

  • Growth: +250 when initiating a migration or resettling

Skilled migrators:

  • Horde building construction cost: -35%
  • -35% upkeep cost for 10 turns for any army that loots or sacks a settlement

New units:

  • Suebi Warriors – Tier I very heavy axe infantry
  • Suebi Oath Takers – Tier II heavy spear infantry
  • Suebi Champions – Tier II very heavy melee infantry
  • Suebi Nobles – Tier II medium melee cavalry (general unit)

The Battle of Dara

In this new historical battle you play as the legendary general Belisarius, the namesake of “The Last Roman†Campaign pack. With his back against a wall he was faced with a near impossible task – holding a settlement without finished fortifications against an army that outnumbered him two to one.

Instead of waiting for the Sassanids to attack the walls, the general instead deployed beyond the defensive perimeter. He instructed his men to dig deep trenches, constructed at sharp right angles, in front of the battles lines, with crossings between them to allow men, but not horses, to pass. Thanks to this the Romans were able to hold against the otherwise devastating Sassanid cavalry charge and eventually managed to beat the opposition.

With the victory at Dara, Belisarius earned his rightful spot in history as one of the greatest generals of his time. Only three years later he would lead the Roman Expedition to reconquer the Roman lands of old in Northern Africa and Italy. Can you step into his footsteps or will you be overwhelmed by the Sassanid tides?

 

Known Issues in this build – these issues will be hotfixed next week as a priority:

In some cases:

  • A crash may occur if a player that does not own The Last Roman DLC attempts to join a multiplayer match hosted on The Last Roman Campaign Map.
  • Battle lighting may remain dark after the climate change events occur in The Last Roman campaign.

 

Technical and Performance Issues

Battle

  • Fixed a battle AI crash caused by an incorrect settlement graph.
  • Fixed a rare crash that occurred when the AI tried to attack an enemy battle group but the last visible enemy battle group has moved out of the map's playable area.
  • Fixed a rare battle crash caused by incorrectly cached banner texture.
  • Improved compatibility for shadows and HDR effects on certain graphics cards.

Campaign

  • Fixed a variety of Campaign AI lock-ups.
  • Fixed some Campaign AI lock ups caused by armies /navies being unable to exit zones of control.
  • Fixed a Save Game crash on Mac.
  • Performance improvements for Campaign AI Siege logic.
  • Improved Campaign AI reinforcement logic.

General

  • Shogun: Total War and Medieval: Total War have been added to the Launcher.

 

Gameplay Improvements

Battle

  • Updated AI formation-groups to avoid having big gaps between units with smaller unit sizes.
  • Reduced voice-over audio repeating itself in short succession when placing units under AI control in battles.
  • Upgraded the appearance of some metal unit parts.

Campaign

  • Subject dilemmas now happen more frequently with Celtic factions in Celts Culture Pack DLC.
  • Changed the building construction requirements for the Eastern and Western Roman Empires’ Divine Triumph victory conditions in the Grand Campaign, in order to remove buildings that couldn’t be constructed by those factions or which are made obsolete by later techs. These changes will require starting a new campaign to take effect.
  • Celtic Warlord unit for the Caledonians in the Celts Culture Pack is now Celtic Warlord to Noble Archers to Royal Archers.
  • Updated Celtic Mercenaries’ unit-specific bonuses in Celts Culture Pack DLC.
  • The Burgundians Divine Triumph objective to construct a Warlord's Castle is now clearer. This previously said Warlord's Keep.
  • A progression blocker in the Prologue has been fixed, where the player placed their faction into a migration as instructed to, but became blocked by the Huns sieging the player’s final garrisoned settlement.
  • Added more bonuses for completing the Hostile Dispute subject dilemmas in the *Ostrogoths campaign in Grand Campaign mode.
  • Changed some prologue advice text to match the audio.

 

Usability Improvements

Battle

  • Improved the arm / sleeve models of Celts units on low graphics settings and at low Level of Detail.
  • Roman units that are levied by a non-Roman player’s faction will no longer be invisible during battles.
  • Fixed vomiting animations for javelin riders and javelin infantry units when Blood & Burning DLC is enabled.
  • Fixed a bug where marching music would sometimes play based on the distance between the two opposing armies, whether they were marching or not.
  • Localised the Map Marker tool-tip when using telestration in multiplayer battles.
  • Shields will no longer pop in an out of place when pike units change stance between being in a pike line to combat ready.
  • Fixed missing textures on some tower ships on Mac versions of the game (e.g. Castled Dromon Warships)

Campaign

  • Changed tool-tip on Balance of Power bar from "outnumbered" to "overpowered", as this is more accurate.
  • Fixed the missing / invisible campaign character model for Ollam Ri in Picts campaign in Celts Culture Pack DLC.
  • Changed a male assassination animation on the Campaign map from a stab to a slash, to look better with decapitation when Blood & Burning DLC is enabled.
  • General attribute descriptions are no longer being shown for agents in the Character Details panel.
  • The text on the tool-tip for snow immunity ability no longer repeats itself within the same tool-tip.
  • Some event messages will no longer appear twice in the Event window / queue.
  • Integrity icon tool-tip on the Force Details panel is now localised.
  • Text is no longer cut off in the header of the integrity bar tooltip in the unit details panel in Campaign.
  • Improved scrolling functionality on the Event Feed in campaign when using filters.

General

  • Added some missing character skills icons & technologies in the Encyclopaedia.
  • Added missing text to the Experience level 6 section of the Experience and Integrity page in the Encyclopaedia in Spanish.
  • Music now loops in the credits instead of finishing before the end.
  • Added some missing text (saying "Priest") on an Agent Recruitable tool-tip in non-English languages.
  • The spy skill Artisan now displays the correct text for Level 1 & 2 in the Encyclopaedia in Czech.
  • The word Fertility is now translated on the Horde Army Panel in campaign modes.

 

Balancing Changes

Spears

  • Spearmen are now more effective against cavalry. They have also received a defence boost to help them hold the line.

Fatigue

  • Fatigue system was re-balanced so it allows more offensive gameplay.
  • Melee attacks should now be scale better, and melee defence now has no penalty at all.

Cavalry

  • Cavalry HP has been altered with the following values:
  • Very Light Cavalry: HP increased from 75 to 110
  • Light Cavalry: HP increased from 90 to 110
  • Medium Cavalry: HP increased from 105 to 125
  • Heavy Cavalry: HP unchanged (still 135)
  • Very Heavy Cavalry: HP unchanged (still 165)
  • Cavalry charge speeds were readjusted so heavy cavalry will have a harder time catching light skirmisher cavalry
  • Cavalry masses were re-adjusted so they still deal approximately the same damage to infantry
  • Royal Lancers' cost was increased
  • Sword and Axe cavalry cost was decreased by 20-30

Infantry

  • 1-handed axes have been given a slight boost to their bonus against infantry.
  • Spear units have been given a melee defence boost.
  • Increased the weight of 2-handed units with heavier armour to Heavy.
  • Decreased Uar Warriors melee attack by 10.
  • Cohor and Legio units have been given a small melee defence boost.

Bows

  • Elite units now deal more damage with their bows.

Mounted Units

  • Mounted javelin units now have Parthian shot (can fire 360 degrees while moving).
  • All lances have been given a bonus ‘vs large’ boost to speed up cavalry fights beyond the charge.

Other

  • Increased bracing bonuses on formations.

Garrisons

  • Religious buildings will no longer provide garrisons; their units were spread out on others.
  • Garrison readjustments (impacts Multiplayer Campaigns as well).

 

Assembly Kit
  • When launching TED, the default climate is now set to a valid climate.
  • Added default textures groups that are more valid.
  • Fixed a bug where the climate map would generate using the wrong climate (not the one selected).
  • Fixed several objects not processing correctly into game after being placed in the tile.
  • Rubble cs2 files now process correctly.
  • Improved custom-made map sharing in multiplayer.

 

 

 

Does anyone know what this mean? :blink:

 

 


General

  • Shogun: Total War and Medieval: Total War have been added to the Launcher.

I haven't read or heard anything about it before so this is news for me, but a wild guess could be that CA are planning to add both Shogun 1 TW and Medieval 1 TW to Steam unless those games already exist on Steam. :unsure:

 

Or have they remastered both games to match modern hardware who knows.

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