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Leonardo

Patch Notes for Rome 2 TW

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I think DS is wondering how big the patches are. Didn't you say one of them was just as big as the game? I seem to recall seeing you say something about 8 GB for one of them, but I could be mistaken.

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You'd need to install the base game from disc and then look at the size of the download.

That could be one way to figure it out how big combined patches would be in size.

 

@Sigurd:  Yes the capture points are still there.

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Here are the patch notes for Total War: ROME II - Patch 8 (as of 17/12/2013):
 

Gameplay Improvements

Campaign

  • [*]It is now possible to levy units from satrapies and client states. This works in a similar manner to mercenaries, but these units have normal recruitment and upkeep costs, and come from the locally available unit roster.

  • [*]Infantry and cavalry units now have different campaign movement extents. Infantry units are slower than before, while cavalry units are faster than before. Armies always move at the speed of the slowest unit. Now cavalry-only armies actually move faster.

  • [*]Cinematic borders can now be displayed in campaign and battle by pressing [ALT] + [K] keys (by default).

  • [*]New industrial building chain: Quarry and mine buildings are now available for construction in minor settlements for all factions.

  • [*]Fixed an issue that prevented the AI from blockading the Brundisium port.

  • [*]Improved cultural conversion mechanics. 

  • [*]Exempting a province from tax now sets its food consumption to zero (this wasn’t previously registering).

  • [*]In Multiplayer Campaign mode, when a player-owned settlement is attacked by the AI, the player will no longer have the option to sally forth, when the ‘fight manual battles’ option is disabled.

  • [*]Improved disembarkation areas in some coastal battle maps.

  • [*]Special abilities in battle have undergone rebalancing.

  • [*]Changed victory conditions in grand campaign for all playable factions. The number of regions the player needs to control in order to win the game has been reduced.

  • [*]Removed a number of misleading treachery types from Diplomacy, so now a faction that breaks a treaty and then signs it again within 10 turns won’t get treachery penalties.

  • [*]Campaign AI is now less likely to declare war on too many factions.

Battle

  • [*]Added new Barbarian major port battle map.

  • [*]Enemy reinforcement banners no longer begin battle as visible, thereby initially hiding the units’ positions in battles.

  • [*]Added visualisations to denote the range of targeted abilities in battles, so the player will know which units will be affected.

  • [*]Fixed a bug which caused the frame rate drop when it rained during battles.

Usability Improvements

Campaign

  • [*]After researching a technology on the campaign map, the zoom-to-location button on the Research Complete message will now zoom to the correct location.

  • [*]Faction list in Diplomacy now sorts alphabetically by default.

  • [*]The Toggle UI shortcut ([K] key by default) now works with Campaign modes.

  • [*]Treachery warnings now show reliably when you are declaring war and have current treaties with that faction. The warning also shows when the player breaks a treaty and tries to declare war, while the treaty is still in the process of being broken.

  • [*]Fixed the top and bottom of the Campaign tactical map to prevent it from being clipped at high resolutions.

  • [*]Added borders to the campaign tactical map so regions at the edges can be seen more centrally and are not blocked by the diplomacy user interface.

  • [*]Fixed a conflict which meant automatically constructed siege equipment prevented the player from building anything else.

  • [*]General’s skills and army traditions which lower upkeep costs will now update the recruitment panels correctly.

  • [*]Agent ability Intercept Orders success event-messages will now display which specific armies/settlements are revealed.

  • [*]Improved trees on the Campaign map.

Battle

  • [*]Post-battle loading screens for Custom/Multiplayer battles are now interactive, so the player can see kills/losses of armies in battle.

  • [*]When reinforcing an ally in a campaign battle using multiple armies, the unit cards in battle will now be adapted correctly to the number of unit cards and fit the screen correctly.

  • [*]It is now clearer in the battle UI when auto-trigger is enabled on ability buttons.

  • [*]Improved lighting and vegetation in Atlantic climate battles.

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Reposted from the official TW-wiki

 

 

 

Additions arriving in latest hotfix (build 9383.488839):

  • [*]Multiplayer battle-replay desync addressed. [*]Issues with trees in battle-maps addressed. [*]Additional cost-balancing to Chariots and Elephants. [*]Units no longer mistake bastions for wall breaches in settlement battles. [*]Further battle map technical and performance improvements.

Technical and performance improvements:

  • [*]Performance and memory optimisations in Campaign modes. [*]Further work to reduce the CPU costs during battles. [*]Improved framerates when units clash in battles. [*]Siege battle performance optimisations. [*]Eliminated several rare crashes found in battle scenarios.

Support for AMD switchable graphics:

  • [*]Game now correctly detects and reports the discrete GPU on an AMD switchable graphics configuration (primarily laptops with an Intel integrated GPU and a discrete AMD mobility GPU). [*]This fix ensures that the ‘unlimited video memory’ graphics option is enabled correctly on AMD switchable configs. [*]Note that the Catalyst Control Centre Switchable Graphics UI must be used to select between the discrete and integrated GPUs for each application that the player wants to run.

Support for ‘Virtu MVP’ Desktop Switchable Graphics:

  • [*]Virtu MVP is a common OEM-installed application for selecting GPUs in a multi-GPU desktop configuration e.g. a desktop with an Intel integrated GPU and a discrete desktop GPU – both typically routed to the same motherboard display output connector. [*]We now correctly detect and report the correct GPU used in this scenario. [*]Note that the Virtu MVP Control Panel application must be used to select between the discrete and integrated GPUs for each application that the player wants to run. [*]New option in the Advanced Graphics Settings menu, for selecting between graphics cards / GPUs when more than 1 is available.

Support for multi-GPUs with multi-monitor configurations:

  • [*]Game now detects multiple GPUs and allows the player to pick which GPU is used to render the game. [*]In this configuration multiple GPUs are shown in a combo-box in the Advanced Graphics Options UI. [*]Improved video-memory detection to prevent the game from sometimes detecting the video memory limit from the wrong/lower graphics card in a multi-GPU configuration.

 

Battle AI and behavioural improvements:

  • [*]Improved pathfinding of siege vehicles near walls. [*]Improved multiple siege ladder functionality parameters. [*]Improved siege vehicle docking placement. [*]Units now consistently disembark from ships with raised bows. [*]Improved AI infantry awareness of cavalry, making infantry brace when threatened by a charge. [*]AI controlled units are now more likely to use flaming arrows against elephants where available. [*]Improved logic of multiple battle maps, to allow the AI to interact with these maps better and cause fewer behavioural issues. [*]Improved AI General's use of special abilities. [*]Rebalanced AI's battle-plan analyser/attack-or-defend decision making, to take into account that the enemy alliance may have weaker but longer-range missile units, to prevent static behaviour under missile fire. [*]In ambush battles, the defender’s units which are under missile fire that outranges their own are now more likely to respond by moving to intercept the missile unit attacking them. [*]Altered some of the AI's usage of various ammo types. [*]Pike Phalanx now reform properly once engaged in melee. [*]Idle units attacked when set to Formed Attack attempt to keep their current facing. [*]Formed attack charges will now penetrate less than free attack barbarian charges. [*]Attacks from units in formation are now more powerful than attacks from unformed units. [*]Reduced the chance of units walking while routing from the battlefield. [*]Routing units no longer turn around/play matched combat animations as they are being killed. [*]Units now no longer head through breach in a wall rather than using the siege engine they are attached to. [*]Artillery with special ammo now show the correct model while loading the weapon: e.g. animal carcasses. [*]Reduced instances of unit collision which caused jittering on the battlefield. [*]Eliminated a battle replay desync caused by presence of war dogs units. [*]Units now correctly stop firing at a building if they take ownership of it. [*]During multiplayer siege battles, the defender can now see the attacker's units during deployment. [*]Rebalanced hit-point bonuses for officers and standard bearers. [*]During battles, units can now burn down open gates with torches. [*]Men positioned on a gatehouse will no longer die when the gate is destroyed. [*]Artillery ships can now consistently disembark. [*]Added more effective collision detection to barbarian watch towers in encampment battles. [*]Charging at Pikemen now consistently selects the correct matched combat animation, keeping pikemen in line more effectively. [*]When dog handlers unleash their dogs, the handlers will no longer attack as well. [*]Added blood to chariot horses and drivers, and to attackers and defenders during knockdowns. (Only active if the player owns the Blood and Gore DLC.) [*]Artillery on ships can no longer be picked up (previously resulted in loss of unit control). [*]Improved unit reforming on the battlefield. [*]Projectiles no longer remain in mid-air when the siege weapon that fired them is destroyed. [*]Improvements to naval disembarking functionality. [*]Technical improvements across a range of battle maps (including pathfinding, deployment, general unit interaction, walls, gates, battle tooltips etc). [*]Multiple minor unit behavioural improvements.

Campaign AI improvements:

  • [*]AI no longer underestimates its strength when ending a move in Forced March stance within a settlement. [*]Campaign AI now considers maintaining sieges for longer, in order to build more siege equipment. [*]Campaign AI now less likely to sue for peace shortly after declaring a war. [*]AI factions now recruit more siege units. [*]Revised the Campaign AI settlement occupation decision system. [*]Adjustments to Campaign AI Financial Management. [*]AI factions are now much less likely to declare war on distant factions. [*]Adjustments to composition of recruited forces. [*]Improvement to Campaign AI food management.

General Battle Improvements:

  • [*]Eliminated an exploit allowing players to bypass unit-caps in custom and multiplayer battles by modifying a saved army setup. [*]Units can no longer use loose formation when manning siege equipment. [*]Buhen (Egyptian battle map) is now playable in custom battle mode. [*]Caltrops are now placed in more uniform rows. [*]Tortoise formation is now unlocked in the Seleucid faction when the player owns the Greek States DLC. [*]Improved multiplayer responsiveness: movement paths and attack arrows are now shown instantly upon giving the order. (Previously the game waited for all clients to confirm the issued order, causing a small delay). [*]Multiple combat animation blending tweaks. [*]Orders issued on lower framerate machines now register more effectively. [*]Added a horse bonus upgrade icon to show different levels of horses on their unit cards. [*]Improvements to group collision sounds during battles. [*]Pre-battle voiceover no longer occasionally cuts out. [*]Tweaks to some Hellenic unit looks to make them more distinct.

General Campaign Improvements:

  • [*]Added a countdown timer to the Exchange Panel in Multiplayer Campaign mode. [*]Settlements on the campaign map will no longer continue to emit smoke from damage or construction when they are no longer damaged/under construction. [*]Right-clicking the mouse during the end-turn cycle in campaign while an agent/army is selected will no longer trigger audio responses from the selected agent/army. [*]Opening and closing the pause menu, while the Declare War On *Overlord/Make Peace With Satrapies panel is open in Campaign mode, will no longer close the panel and make peace with the satrapies. [*]Help I'm trapped in these patch notes. [*]An army in Forced March stance will now have their Recruit Units button reactivate immediately when they are put back into the Default stance. [*]Replacing an immortal general will no longer trigger a General Wounded message in Campaign modes. [*]The Zoom To Location button no longer pans the camera to the bottom-left corner of the Multiplayer Campaign map when pressed with an army selected. [*]The Nervii faction is now immune to snow attrition in the Grand Campaign. [*]If a general reaches level 25 in a statistic, all of the attribute increases and abilities granted by that statistic will consistently remain. [*]Addressed a rare issue during campaign ambush battles where, if the user conceded defeat, they might suffer no losses and could then retreat. [*]When recruiting a unit on the same turn as a researched technology that replaces that unit type is completed, the unit recruitment will no longer be cancelled. [*]Fix to allow Praetorians to be upgraded to Praetorian Guards once the appropriate technology has been researched.

Battle rebalancing:

  • [*]Improved behaviour and benefits of Formed Attack ability. [*]Slightly reduced the spacing of melee units. [*]Widened the pike cone-of-engagement, so they can hold off units more effectively. [*]Reduced pike damage. [*]Reduced the mass (and therefore impact) of chariots and elephants. [*]Major adjustments to unit costs, to better reflect the combat value of units; there is a much greater spread of values now. For example Oathsworn now cost 1340, Celtic Warriors 350. [*]Adjustments to unit speeds, stats, and more to help diversify the unit rosters, and give more distinct roles on the battlefield. [*]Improved AI army compositions in campaign mode, when a faction doesn’t have access to early land or navy units. [*]Campaign AI is now more focused on acquiring early military technologies. [*]Certain total casualty morale penalties have been set to 0 so there is less stacking of morale effects. [*]Reduced minimum hit chance, base hit chance and maximum hit chance for melee combat.

Campaign rebalancing:

Auto-resolver balancing:

  • [*]Smaller defensive bonus in minor settlement battles [*]A small global penalty for the player in autoresolved battles [*]Unit threshold has been increased, so severely damaged units are less likely to survive an auto-resolved battle.

 

 

 

 

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Reposted from the official TW-wiki

 

 

 

Additions arriving in hotfix (build 9414.489846):

  • [*]Fix for rare crash related to naval boarding/disembarking [*]Missing rock/tree textures on battlefields added. [*]Many more siege battle map improvements (e.g. improving docking point placement on walls, joining small gaps in walls to improve pathfinding, removed obstructions from docking points). [*]Fix for Athenian and Egyptian naval recruitment experience bonus in campaign modes.

Further balancing changes based on Patch 9 Public BETA feedback (build 9414.489846):
-Reduction in melee attack for Roman melee infantry units.
-Adjusted costs of missile infantry.
-Adjustments to melee cavalry weapon types.
-Tweaks to shock cavalry costs.
-Added passive “Scare†ability to Night Hunters.
-Increased Wodanaz Spears melee attack.
-Reduced cost of elite Germanic and Briton units.

Additions arriving in hotfix (build 9383.488839):

  • [*]Multiplayer battle-replay desync addressed. [*]Issues with trees in battle-maps addressed. [*]Additional cost-balancing to Chariots and Elephants. [*]Units no longer mistake bastions for wall breaches in settlement battles. [*]Further battle map technical and performance improvements.

Technical and performance improvements:

  • [*]Performance and memory optimisations in Campaign modes. [*]Further work to reduce the CPU costs during battles. [*]Improved framerates when units clash in battles. [*]Siege battle performance optimisations. [*]Eliminated several rare crashes found in battle scenarios.

Support for AMD switchable graphics:

  • [*]Game now correctly detects and reports the discrete GPU on an AMD switchable graphics configuration (primarily laptops with an Intel integrated GPU and a discrete AMD mobility GPU). [*]This fix ensures that the ‘unlimited video memory’ graphics option is enabled correctly on AMD switchable configs. [*]Note that the Catalyst Control Centre Switchable Graphics UI must be used to select between the discrete and integrated GPUs for each application that the player wants to run.

Support for ‘Virtu MVP’ Desktop Switchable Graphics:

  • [*]Virtu MVP is a common OEM-installed application for selecting GPUs in a multi-GPU desktop configuration e.g. a desktop with an Intel integrated GPU and a discrete desktop GPU – both typically routed to the same motherboard display output connector. [*]We now correctly detect and report the correct GPU used in this scenario. [*]Note that the Virtu MVP Control Panel application must be used to select between the discrete and integrated GPUs for each application that the player wants to run. [*]New option in the Advanced Graphics Settings menu, for selecting between graphics cards / GPUs when more than 1 is available.

Support for multi-GPUs with multi-monitor configurations:

  • [*]Game now detects multiple GPUs and allows the player to pick which GPU is used to render the game. [*]In this configuration multiple GPUs are shown in a combo-box in the Advanced Graphics Options UI. [*]Improved video-memory detection to prevent the game from sometimes detecting the video memory limit from the wrong/lower graphics card in a multi-GPU configuration.

 

Battle AI and behavioural improvements:

  • [*]Improved pathfinding of siege vehicles near walls. [*]Improved multiple siege ladder functionality parameters. [*]Improved siege vehicle docking placement. [*]Units now consistently disembark from ships with raised bows. [*]Improved AI infantry awareness of cavalry, making infantry brace when threatened by a charge. [*]AI controlled units are now more likely to use flaming arrows against elephants where available. [*]Improved logic of multiple battle maps, to allow the AI to interact with these maps better and cause fewer behavioural issues. [*]Improved AI General's use of special abilities. [*]Rebalanced AI's battle-plan analyser/attack-or-defend decision making, to take into account that the enemy alliance may have weaker but longer-range missile units, to prevent static behaviour under missile fire. [*]In ambush battles, the defender’s units which are under missile fire that outranges their own are now more likely to respond by moving to intercept the missile unit attacking them. [*]Altered some of the AI's usage of various ammo types. [*]Pike Phalanx now reform properly once engaged in melee. [*]Idle units attacked when set to Formed Attack attempt to keep their current facing. [*]Formed attack charges will now penetrate less than free attack barbarian charges. [*]Attacks from units in formation are now more powerful than attacks from unformed units. [*]Reduced the chance of units walking while routing from the battlefield. [*]Routing units no longer turn around/play matched combat animations as they are being killed. [*]Units now no longer head through breach in a wall rather than using the siege engine they are attached to. [*]Artillery with special ammo now show the correct model while loading the weapon: e.g. animal carcasses. [*]Reduced instances of unit collision which caused jittering on the battlefield. [*]Eliminated a battle replay desync caused by presence of war dogs units. [*]Units now correctly stop firing at a building if they take ownership of it. [*]During multiplayer siege battles, the defender can now see the attacker's units during deployment. [*]Rebalanced hit-point bonuses for officers and standard bearers. [*]During battles, units can now burn down open gates with torches. [*]Men positioned on a gatehouse will no longer die when the gate is destroyed. [*]Artillery ships can now consistently disembark. [*]Added more effective collision detection to barbarian watch towers in encampment battles. [*]Charging at Pikemen now consistently selects the correct matched combat animation, keeping pikemen in line more effectively. [*]When dog handlers unleash their dogs, the handlers will no longer attack as well. [*]Added blood to chariot horses and drivers, and to attackers and defenders during knockdowns. (Only active if the player owns the Blood and Gore DLC.) [*]Artillery on ships can no longer be picked up (previously resulted in loss of unit control). [*]Improved unit reforming on the battlefield. [*]Projectiles no longer remain in mid-air when the siege weapon that fired them is destroyed. [*]Improvements to naval disembarking functionality. [*]Technical improvements across a range of battle maps (including pathfinding, deployment, general unit interaction, walls, gates, battle tooltips etc). [*]Multiple minor unit behavioural improvements.

Campaign AI improvements:

  • [*]AI no longer underestimates its strength when ending a move in Forced March stance within a settlement. [*]Campaign AI now considers maintaining sieges for longer, in order to build more siege equipment. [*]Campaign AI now less likely to sue for peace shortly after declaring a war. [*]AI factions now recruit more siege units. [*]Revised the Campaign AI settlement occupation decision system. [*]Adjustments to Campaign AI Financial Management. [*]AI factions are now much less likely to declare war on distant factions. [*]Adjustments to composition of recruited forces. [*]Improvement to Campaign AI food management.

General Battle Improvements:

  • [*]Eliminated an exploit allowing players to bypass unit-caps in custom and multiplayer battles by modifying a saved army setup. [*]Units can no longer use loose formation when manning siege equipment. [*]Buhen (Egyptian battle map) is now playable in custom battle mode. [*]Caltrops are now placed in more uniform rows. [*]Tortoise formation is now unlocked in the Seleucid faction when the player owns the Greek States DLC. [*]Improved multiplayer responsiveness: movement paths and attack arrows are now shown instantly upon giving the order. (Previously the game waited for all clients to confirm the issued order, causing a small delay). [*]Multiple combat animation blending tweaks. [*]Orders issued on lower framerate machines now register more effectively. [*]Added a horse bonus upgrade icon to show different levels of horses on their unit cards. [*]Improvements to group collision sounds during battles. [*]Pre-battle voiceover no longer occasionally cuts out. [*]Tweaks to some Hellenic unit looks to make them more distinct.

General Campaign Improvements:

  • [*]Added a countdown timer to the Exchange Panel in Multiplayer Campaign mode. [*]Settlements on the campaign map will no longer continue to emit smoke from damage or construction when they are no longer damaged/under construction. [*]Right-clicking the mouse during the end-turn cycle in campaign while an agent/army is selected will no longer trigger audio responses from the selected agent/army. [*]Opening and closing the pause menu, while the Declare War On *Overlord/Make Peace With Satrapies panel is open in Campaign mode, will no longer close the panel and make peace with the satrapies. [*]Help I'm trapped in these patch notes. [*]An army in Forced March stance will now have their Recruit Units button reactivate immediately when they are put back into the Default stance. [*]Replacing an immortal general will no longer trigger a General Wounded message in Campaign modes. [*]The Zoom To Location button no longer pans the camera to the bottom-left corner of the Multiplayer Campaign map when pressed with an army selected. [*]The Nervii faction is now immune to snow attrition in the Grand Campaign. [*]If a general reaches level 25 in a statistic, all of the attribute increases and abilities granted by that statistic will consistently remain. [*]Addressed a rare issue during campaign ambush battles where, if the user conceded defeat, they might suffer no losses and could then retreat. [*]When recruiting a unit on the same turn as a researched technology that replaces that unit type is completed, the unit recruitment will no longer be cancelled. [*]Fix to allow Praetorians to be upgraded to Praetorian Guards once the appropriate technology has been researched.

Battle rebalancing:

  • [*]Improved behaviour and benefits of Formed Attack ability. [*]Slightly reduced the spacing of melee units. [*]Widened the pike cone-of-engagement, so they can hold off units more effectively. [*]Reduced pike damage. [*]Reduced the mass (and therefore impact) of chariots and elephants. [*]Major adjustments to unit costs, to better reflect the combat value of units; there is a much greater spread of values now. For example Oathsworn now cost 1340, Celtic Warriors 350. [*]Adjustments to unit speeds, stats, and more to help diversify the unit rosters, and give more distinct roles on the battlefield. [*]Improved AI army compositions in campaign mode, when a faction doesn’t have access to early land or navy units. [*]Campaign AI is now more focused on acquiring early military technologies. [*]Certain total casualty morale penalties have been set to 0 so there is less stacking of morale effects. [*]Reduced minimum hit chance, base hit chance and maximum hit chance for melee combat.

Campaign rebalancing:

Auto-resolver balancing:

  • [*]Smaller defensive bonus in minor settlement battles [*]A small global penalty for the player in autoresolved battles [*]Unit threshold has been increased, so severely damaged units are less likely to survive an auto-resolved battle.

 

 

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More content is now live on Steam and there is another patch in works too.

 

CraigTW said:

 

12436832304 027c74a1a8 Z

 

If you’re wondering why there’s a small ROME II update downloading via Steam today, wonder no more. We thought it was high time for some additional content!We now have a beautifully-designed African elephant model, which you can see here in all its large-eared majesty. This model replaces the generic elephant model in ROME II currently used by all African Elephant units.We’ve also rounded out the unit-roster of Epirus with some tasty extras. They can now recruit Thessalian Cavalry, Royal Peltasts and Illyrian Coastal Levies to bolster their forces. Plus, you’ll find Epirus gets a brand-new Mercenary Indian War Elephant unit to hire.You’ll see these in action when you face off against Epirus, or be able to use them yourself if you have the Greek States Culture Pack DLC.Enjoy the update, and see you on the field of battle!

 

 

 

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I have missed patch 10 beta and the patch notes is here.

 

 


Please note this patch is currently in BETA as of 10/03/2014. Build number is 10069.512334.

Performance improvements

General performance improvements:

  • [*]Additional Support for AMD Crossfire multi-GPU configs. [*]Further improvements to GPU performance and reduction in CPU-bottlenecks for all configs. [*]Improved core Battle performance scenarios. [*]Resolved CPU core-affinity threading issue. [*]Implemented borderless window when running at desktop resolution in Windowed mode. [*]There is no longer an upper limit on the graphics settings that a user can select in the frontend. Previously if the game determined that a user’s machine was low-end then it would not allow them to select high graphics settings. This limitation is now gone. Note that selecting high graphics settings on low-end machines will negatively affect performance. [*]Improved consistency of reflections on shiny textures.

‘Unlimited Video Memory’ option improvements:

  • [*]Unlimited Video Memory is now selectable for all integrated GPUs running on 64-bit operating systems from Windows Vista onward. Integrated GPUs use system memory as video memory at all times, as they have no dedicated video memory of their own. This code change now allows our integrated GPU customers to use all of their system memory as video memory. When Unlimited Video Memory is enabled, discrete GPUs use system memory as an extension of their dedicated GPU video memory, when their dedicated video memory is not enough to run at their chosen graphics quality settings. Please be advised that in both cases, using system memory as GPU video memory can impact performance as it is generally not as fast as dedicated GPU video memory. Also, if system memory runs low (or out), the user’s hard drive will be paged, resulting in reduced framerates. [*]For users running on an integrated GPU in 64-bit Windows (Vista onwards), with Unlimited Video Memory available but not selected, we have increased the amount of video memory that the game sees from 800MB to 1024MB. [*]Fixed an issue causing Unlimited Video Memory to be unavailable for users with certain discrete video cards. [*]Fixed an issue that was causing Unlimited Video Memory to become disabled on some multi-GPU configurations.

Battle performance improvements:

  • [*]Eliminated battle pathfinding performance spike which caused battles to stutter. [*]Addressed a crash in siege battles which occurred on some maps after breaching walls with artillery. [*]Addressed a crash in Egyptian Large City battle caused by the map data. [*]Addressed a crash caused by squads within the same unit attempting to use different formations. [*]Fixed a UI lock-up when opening the steam overlay during the introduction sequence at the start of an ambush battle (while defending).

 

Gameplay Improvements

Battle AI improvements:

  • [*]Fixed an issue which could cause the attacking siege AI to stall when attempting to breach the walls with artillery. [*]Improved coordination of AI defenders in city, port and town battles when they are outside the settlement. This improves the behaviour of disembarked naval units and reinforcement armies. [*]Addressed an issue which caused disembarked naval AI defenders in siege battles to become inactive. [*]Improved the battle AI's ability to predict the outcome of combat actions, allowing it to better commit its troops in combat. [*]Battle AI in field battles is now encouraged to outflank earlier when necessary.

General battle improvements:

  • [*]Improved ladder docking in Rome city map. [*]Addressed collision gaps in fort walls caused by auxiliary buildings, which sometimes allowed units to pass through walls. [*]Prevented siege ladders/towers being pushed into the wall of a settlement on the battlefield. [*]Settlement gates no longer close on friendly units during battles. [*]Smoothed uneven terrain under a dockable wall in Egyptian port battle map. [*]Fixed wall in large Barbarian city map. [*]Fixed floating buildings in some Roman City and Barbarian battle maps.

General Campaign improvements:

  • [*]Improvements made to the campaign auto-resolver's modelling of melee-based infantry, which corrects a wide range of auto-resolver imbalances. [*]In campaign mode, garrisoned Hastati will now upgrade correctly after researching the 'Cohort Organization' technology, which converts Hastati to Legionaries. [*]Slave army leaders will no longer always look Hellenic in Campaign mode. [*]Unit cards no longer appear outside of the merge window UI while merging units in campaign modes. [*]Settlement labels in Campaign modes now consistently display the diplomatic relationship status that is currently held with the owning faction. Red = War, Blue = Allied With, Grey = neutral. [*]Improvements made to the accuracy of the unit tooltip threat indicator in the battle UI. [*]Cinematic Mode shortcut key now works consistently in different languages.

Usability Improvements

  • [*]Addressed a number of minor audio issues. [*]Battlefield death animations no longer with the victim in a kneeling pose. [*]Category icon no longer incorrectly appears on elephant units once the unit is out of control.

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For the most people yeah it's playable, but definitely not for smooth gameplay like it was in Shogun 2 TW and I can only refer to Angry Joe's Shogun 2 TW review. 

 

http://www.youtube.com/watch?v=o5PIIOY2KS4

 

Personally, I've stopped playing it since the game still needs to be patched and you can add to that what DLC content CA have planned to release.

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Patch 10 is now live.

 

 


Patch 10 Notes

Build number is 10270.523837.

Beasts of War Update

Three additional Elite Units have now been added to the Beasts of War DLC, existing owners will be upgraded:

Wolf Warriors

In the Germanic world, the cult of Wodenaz was so large that people of the age often had wolf-related names, such as Vulfolaic ("Wolf-dancer"), Wolfhetan ("Wolf-hide"), and Wolfdregil ("Wolf-runner"). Wolfgang, or "Wolf-gait", has remained a popular German name to this day. The Wolf Warriors are available to the Suebi and as Mercinaries for holders of any province in Germania, drape themselves in wolf-hides and fight with the spirit of Wodenaz.

Sobek Cultists

Defender of the Nile and protector of Pharaoh's power, Sobek was the crocodile-headed god of ancient Egypt from the Old Kingdom period through to the Ptolemaic dynasty and beyond. As such, crocodiles were venerated for their violent, primal qualities, and were even bred on temple sites as a living personifications of the god, and mummified when they died. With titles such as "One who buries the bodies of the crocodile-gods of the Land of the Lake" and "prophet of the crocodile-gods", the priests of the cult of Sobek served him completely in the main temple at Shedet in defence of the Pharaoh and his subjects. Clad in the hides of the sacred crocodile, the Sobek Cultists are available to recruit for Egypt.

Nubian Leopard Warriors

Being Egypt’s neighbour, Nubia also became, at times, its greatest enemy, and the population were often enslaved and used as soldiers. In 750BC Nubians even managed to conquer Egypt, and ruled for one hundred years, such was the deep rivalry that existed between the two. Consisting mainly of mercenaries from its various regions, the armies of Nubia were famed for their aggression and fearlessness on the battlefield. The Leopard Warriors are no exception: clad in the skins of swift and deadly leopards, they are a force to be reckoned with. Available to as mercenaries when holding Egypt in the Grand Campaign.

Molossian Dogs and Celtic Warhounds campaign mercenaries have been added.

Berserker units will now wear bear skins instead of wolf pellets (for all users not just BoW owners).

Balancing changes including strength and durability to:

  • [*]Molossian Dogs, [*]Celtic Warhounds, [*]Mercenary Syrian Armoured Elephants, [*]African Elephants, [*]Camel Cataphracts, [*]Snake Pot Ballista, [*]Scorpion Pot Ballista, [*]Beehive Onager.

Performance improvements

General performance improvements:

  • [*]Additional Support for AMD Crossfire multi-GPU configs. [*]Further improvements to GPU performance and reduction in CPU-bottlenecks for all configs. [*]Improved core Battle performance scenarios. [*]Resolved CPU core-affinity threading issue. [*]Implemented borderless window when running at desktop resolution in Windowed mode. [*]There is no longer an upper limit on the graphics settings that a user can select in the frontend. Previously if the game determined that a user’s machine was low-end then it would not allow them to select high graphics settings. This limitation is now gone. Note that selecting high graphics settings on low-end machines will negatively affect performance. [*]Improved consistency of reflections on shiny textures.

‘Unlimited Video Memory’ option improvements:

  • [*]Unlimited Video Memory is now selectable for all integrated GPUs running on 64-bit operating systems from Windows Vista onward. Integrated GPUs use system memory as video memory at all times, as they have no dedicated video memory of their own. This code change now allows our integrated GPU customers to use all of their system memory as video memory. When Unlimited Video Memory is enabled, discrete GPUs use system memory as an extension of their dedicated GPU video memory, when their dedicated video memory is not enough to run at their chosen graphics quality settings. Please be advised that in both cases, using system memory as GPU video memory can impact performance as it is generally not as fast as dedicated GPU video memory. Also, if system memory runs low (or out), the user’s hard drive will be paged, resulting in reduced framerates. [*]For users running on an integrated GPU in 64-bit Windows (Vista onwards), with Unlimited Video Memory available but not selected, we have increased the amount of video memory that the game sees from 800MB to 1024MB. [*]Fixed an issue causing Unlimited Video Memory to be unavailable for users with certain discrete video cards. [*]Fixed an issue that was causing Unlimited Video Memory to become disabled on some multi-GPU configurations.

Battle performance improvements:

  • [*]Eliminated battle pathfinding performance spike which caused battles to stutter. [*]Addressed a crash in siege battles which occurred on some maps after breaching walls with artillery. [*]Addressed a crash in Egyptian Large City battle caused by the map data. [*]Addressed a crash caused by squads within the same unit attempting to use different formations. [*]Fixed a UI lock-up when opening the steam overlay during the introduction sequence at the start of an ambush battle (while defending).

 

Gameplay Improvements

Battle AI improvements:

  • [*]Fixed an issue which could cause the attacking siege AI to stall when attempting to breach the walls with artillery. [*]Improved coordination of AI defenders in city, port and town battles when they are outside the settlement. This improves the behaviour of disembarked naval units and reinforcement armies. [*]Addressed an issue which caused disembarked naval AI defenders in siege battles to become inactive. [*]Improved the battle AI's ability to predict the outcome of combat actions, allowing it to better commit its troops in combat. [*]Battle AI in field battles is now encouraged to outflank earlier when necessary.

General battle improvements:

  • [*]Improved ladder docking in Rome city map. [*]Addressed collision gaps in fort walls caused by auxiliary buildings, which sometimes allowed units to pass through walls. [*]Prevented siege ladders/towers being pushed into the wall of a settlement on the battlefield. [*]Settlement gates no longer close on friendly units during battles. [*]Smoothed uneven terrain under a dockable wall in Egyptian port battle map. [*]Fixed wall in large Barbarian city map. [*]Fixed floating buildings in some Roman City and Barbarian battle maps.

General Campaign improvements:

  • [*]Improvements made to the campaign auto-resolver's modelling of melee-based infantry, which corrects a wide range of auto-resolver imbalances. [*]In campaign mode, garrisoned Hastati will now upgrade correctly after researching the 'Cohort Organization' technology, which converts Hastati to Legionaries. [*]Slave army leaders will no longer always look Hellenic in Campaign mode. [*]Unit cards no longer appear outside of the merge window UI while merging units in campaign modes. [*]Settlement labels in Campaign modes now consistently display the diplomatic relationship status that is currently held with the owning faction. Red = War, Blue = Allied With, Grey = neutral. [*]Improvements made to the accuracy of the unit tooltip threat indicator in the battle UI. [*]Needs more Hamilcar. [*]Cinematic Mode shortcut key now works consistently in different languages.

Usability Improvements

  • [*]Addressed a number of minor audio issues. [*]Battlefield death animations no longer with the victim in a kneeling pose. [*]Category icon no longer incorrectly appears on elephant units once the unit is out of control.

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Season and Wonders Update

 

 


Seasons and Wonders Update

The Seasons and Wonders Update adds a selection of new content and functionality to the main game. It also Includes AI, technical and gameplay improvements and prepares the game for players who purchase the Hannibal at the Gates Campaign Pack DLC which is released on the 27th March.

 

Carthage Roster update

After the Sicilian Wars of the 4th and 5th centuries BC, the trading empire’s armed forces were left dangerously depleted, and their senate instituted a greater reliance on mercenaries to bolster their elite citizen infantry. To reflect this we’ve expanded Carthage’s mercenary recruitment pool to include three new units: Numidian Noble Cavalry, Mercenary Noble Fighters and Italian Swordsmen, along with Celtic Light Horse and Balearic Slingers. Any foreign factions who find themselves in Carthaginian territory will also be able to hire the two latter units as mercenaries.

 

Twitch.TV support

ROME II now natively supports Twitch.TV broadcasts, which enables you to send live gameplay streams to your Twitch.TV channel and chat directly with viewers. Check out the options from the main menu. You’ll find a new Broadcasting tab in the options menu which gives you a number of variables to tweak to get your stream looking and sounding right, including bitrate, server selection, framerate, microphone volume and so forth. When you’ve set up a Twitch.TV account and logged in via ROME II’s Broadcast tab, simply hit the new Twitch button in the ROME II UI in-game, and away you go. We’ve posted a full broadcasting guide on the Total War Wiki, which will help you set up a Twitch account, get broadcasting, and talking with viewers and fellow broadcasters. Please note that loading screens will appear black to viewers while broadcasting; this will be addressed in the next update.

 

Seasons in the Grand Campaign

Seasons are now in the Grand Campaign, and will cycle through 1 season as each year passes. Like Caesar in Gaul, these come with their own visual and gameplay effects, such as winter attrition.

 

Battlefield Wonders

If you fight a battle in the vicinity of one of the following wonders, you’ll see these epic sights on the battle map. New Battlefield Wonders include:

Statue of Zeus at Olympia
Mausoleum of Halicarnassus
The Pharos of Alexandria
The Colossus of Rhodes
Bam Citadel
The Oracle of Amun Re

 

Touchscreen Support

If you’re playing ROME II on a touchscreen device, such as an Ultrabook, we’ve implemented touchscreen input support in partnership with Intel. You can browse the input instructions in the ROME II Encyclopaedia, which explain how to use the camera, navigate maps, and give army and unit orders via fingertip gestures.

Technical and Performance Improvements

Battle

  • [*]Improved battlefield pathfinding. [*]Crash fix for an infrequent AI crash which occurred during encampment battles, after a palisade had been destroyed. [*]Improved the plane of water in battle maps, to reduce harsh edges when it intersected with the terrain. [*]Fix for large pathfinding spikes in barbarian siege battle, which caused battles to stutter. [*]Fix for the battlefield terrain sometimes turning black when switching between graphics settings on some configurations. [*]Fix for a rare crash while units disembarked from ships during combined battle.

Campaign

  • [*]Fix for a large frame rate drop when placing the mouse over a blockaded port with an agent selected. Agents can now act on blockaded settlements. [*]The sea on the campaign will no longer clips through the land around some coastal settlements on various screen resolutions. [*]Fix for a client crash when the host switches from a Multiplayer Campaign lobby to battle lobby whilst client is joining.

 

Modding

  • [*]Added support for disabling / enabling out of date mods in the Launcher. This is likely to stop game crashes when an update is released. [*]Fixed the "show_message_event()" campaign script function. The function takes an event key from the "message_events" table, an integer X co-ordinate and an integer Y co-ordinate as parameters. Custom events can be added by modders, but must have an event key beginning with "custom_event_", followed by a number (e.g. "custom_event_678").

 

Gameplay Improvements

Battle AI improvements

  • [*]Improvements to how the Battle AI calculates the priorities for attacking/defending certain areas in cities and minor settlements, to reduce passive AI in some situations. [*]When the player disembarks defending units, the attacking AI will no longer flip-flop between attacking the city and the newly disembarked units. [*]Improvements made to the siege battle AI’s ability to re-use previously abandoned siege vehicles when attacking. [*]Fixed a Barbarian minor port battlefield variant, which previously only allowed the battle AI to access one side of the map that they were deployed in. The battlefield AI will now be able to use all of this map as intended. [*]Artillery units are now moved to a more useful position during battles, for example closer to the settlements if they are out of range in order to bombard them. [*]Improvements to Battle AI bracing. [*]Improved disembarking behaviour for AI Naval units in battle.

 

General battle improvements

  • [*]Victory conditions in un-walled settlements and encampment battles are no longer based on victory points. These victory points remain, but now provide a morale bonus to nearby troops holding the position. [*]Victory conditions in walled settlements are now based on a single victory point only, rather than three in some maps. These victory points remain, but now provide a morale bonus to nearby troops holding the position. [*]Following the changes made to the victory conditions in minor settlements and encampment battles, the battle AI is free to leave the victory point when defending to engage attackers outside, and will now attempt to do so when beneficial. [*]The "Weak points" feature in siege battles was deemed counter-intuitive and therefore has been removed. Previously, this feature caused some sections of city wall to be weak which could be exploited by the attacker, even if the city had no damage in the campaign. [*]In the Zarmizegetusa (Roman city map variant) battle map, captured gates will now be owned by the correct army when taken. [*]Fixed a problem in the Alexandria siege map, which sometimes lead attacking AI into a dead-end, or made the AI only focus on 1 victory point. Also fixed some collision on some stairs in this map. [*]Tweaked sidestepping/strafing speeds of units on the battlefield. [*]Fixed elephant riders incorrectly using firing animations while facing in the wrong directions. [*]Missile cavalry will now draw melee weapons correctly when charging. [*]Minor improvements to the terrain heights in the Carthage Historical Battle. [*]Horse Archers and other fast skirmishers are now more effective in auto-resolved combat. [*]Improved ladder docking points, and the terrain beneath them in the medium Egyptian port battlefield settlement, to allow ladders to dock more effectively. [*]Fix for missing secondary weapons for Dacian Noble Horsemen and Persian Cavalry.

 

General AI improvements

  • [*]Improved public order management in Campaign modes. [*]Improved the Campaign AI’s strategic analysis of enemy force distribution.

General Campaign improvements

  • [*]Improvements to end-turn times in Campaign modes. [*]The pool of Factional mercenaries in campaign mode is now replenished after a mercenary is recruited. [*]When an agent attempts to assassinate a barbarian warlord, the warlord will no longer move to another location before the wounded animation begins. [*]Agent actions that extend building construction time no longer stack. Cancelling and restarting construction no longer circumvents extended construction time. [*]Fix for flammable rounds not being available in campaign. [*]Indian Armoured Elephants added as a unit available to generals in campaign for Baktria. [*]Changed transition cost from land to sea. [*]Increased cost of moving across sea on campaign, increased navy ship action points to compensate. Land armies moving on sea will now travel a smaller distance each turn. [*]Moved Cohort Organisation to higher in Roman tech tree. [*]Adjusted siege techs for most factions so siege towers and battering rams are unlocked earlier. [*]Changed unlock requirements for tier II Hellenic main barracks to same as for tier II Hellenic light barracks. [*]Changed raiding stance to reduce GDP in region instead of giving an unhappiness penalty. [*]New minor industrial chain now available in all campaigns. [*]Fix for Campaign AI accidentally declaring war by converting neutral agents.

 

Persistent General's Bodyguards

If a general/admiral is leading a force and is replaced, then his bodyguard unit is retained with him and slowly replenishes (no upkeep costs are paid for this unit though).

If that general/admiral is reappointed to a force then the player has the choice to retain the existing bodyguard for free (including experience and unit upgrades), or to pay to change the bodyguard (to a fresh unit with no experience or unit upgrades).

When a general/admiral dies you must still pay the normal costs to replace them. If there are no free replacements available (for example an admiral dies and all of your possible replacements had land bodyguard units) and you do not have sufficient money for any of the available replacements then you must reappoint an existing general/admiral with a changed bodyguard for a reduced cost, but the size of the bodyguard will also be reduced.

If a general/admiral dies and you have no generals/admirals available to replace him and you do not have sufficient money to hire a new candidate, then you must hire a candidate at a reduced cost, but the bodyguard will also be reduced in size.

 

Balancing Changes

  • [*]Scythian Royal Horse Archers now have the Heavy Shot ability. [*]Gallic Hunter arrows are no longer missing while they are reloading. [*]Adjusted military generator templates for AI to produce more balanced armies. [*]Reduced damage, ammo and reload rate of javelin armed missile units. [*]Reduced AP damage of slingers. [*]Rebalanced cavalry melee attack and melee defence, reduced horse hit points. [*]Adjusted pike balancing. [*]Reduced chariot mass.

Usability Improvements

Battle

  • [*]Audio bug fixed for units sometimes using "selection" voice over, when they began wavering on the battlefield. [*]Improved use of battle order response audio for several units.

Campaign

  • [*]Added XP, bonuses, man count, cost & inactive states to General’s Bodyguard panel to support new General’s Bodyguard design.

Encyclopaedia

  • [*]Regions on faction pages now click through to interactive map. [*]Abilities/attributes on unit pages now click through to relevant manual articles. [*]Touch controls article added to manual. [*]Garrison unit cards display numbers of units.

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Season and Wonders Hotfix now live on Steam.

 

 


Contents
  • [*]
1 Seasons and Wonders Update [*]1.1 Carthage Roster update [*]1.2 Twitch.TV support [*]1.3 Seasons in the Grand Campaign [*]1.4 Battlefield Wonders [*]1.5 Touchscreen Support [*]1.6 Technical and Performance Improvements [*]1.7 Gameplay Improvements [*]1.8 Usability Improvements [*]1.9 Hotfix 10471.528438

Seasons and Wonders Update

The Seasons and Wonders Update adds a selection of new content and functionality to the main game. It also Includes AI, technical and gameplay improvements and prepares the game for players who purchase the Hannibal at the Gates Campaign Pack DLC which is released on the 27th March.

 

Carthage Roster update

After the Sicilian Wars of the 4th and 5th centuries BC, the trading empire’s armed forces were left dangerously depleted, and their senate instituted a greater reliance on mercenaries to bolster their elite citizen infantry. To reflect this we’ve expanded Carthage’s mercenary recruitment pool to include three new units: Numidian Noble Cavalry, Mercenary Noble Fighters and Italian Swordsmen, along with Celtic Light Horse and Balearic Slingers. Any foreign factions who find themselves in Carthaginian territory will also be able to hire the two latter units as mercenaries.

 

Twitch.TV support

ROME II now natively supports Twitch.TV broadcasts, which enables you to send live gameplay streams to your Twitch.TV channel and chat directly with viewers. Check out the options from the main menu. You’ll find a new Broadcasting tab in the options menu which gives you a number of variables to tweak to get your stream looking and sounding right, including bitrate, server selection, framerate, microphone volume and so forth. When you’ve set up a Twitch.TV account and logged in via ROME II’s Broadcast tab, simply hit the new Twitch button in the ROME II UI in-game, and away you go. We’ve posted a full broadcasting guide on the Total War Wiki, which will help you set up a Twitch account, get broadcasting, and talking with viewers and fellow broadcasters. Please note that loading screens will appear black to viewers while broadcasting; this will be addressed in the next update.

 

Seasons in the Grand Campaign

Seasons are now in the Grand Campaign, and will cycle through 1 season as each year passes. Like Caesar in Gaul, these come with their own visual and gameplay effects, such as winter attrition.

 

Battlefield Wonders

If you fight a battle in the vicinity of one of the following wonders, you’ll see these epic sights on the battle map. New Battlefield Wonders include:

Statue of Zeus at Olympia
Mausoleum of Halicarnassus
The Pharos of Alexandria
The Colossus of Rhodes
Bam Citadel
The Oracle of Amun Re

 

Touchscreen Support

If you’re playing ROME II on a touchscreen device, such as an Ultrabook, we’ve implemented touchscreen input support in partnership with Intel. You can browse the input instructions in the ROME II Encyclopaedia, which explain how to use the camera, navigate maps, and give army and unit orders via fingertip gestures.

 

Technical and Performance Improvements

Battle

  • [*]Improved battlefield pathfinding. [*]Crash fix for an infrequent AI crash which occurred during encampment battles, after a palisade had been destroyed. [*]Improved the plane of water in battle maps, to reduce harsh edges when it intersected with the terrain. [*]Fix for large pathfinding spikes in barbarian siege battle, which caused battles to stutter. [*]Fix for the battlefield terrain sometimes turning black when switching between graphics settings on some configurations. [*]Fix for a rare crash while units disembarked from ships during combined battle.

Campaign

  • [*]Fix for a large frame rate drop when placing the mouse over a blockaded port with an agent selected. Agents can now act on blockaded settlements. [*]The sea on the campaign will no longer clips through the land around some coastal settlements on various screen resolutions. [*]Fix for a client crash when the host switches from a Multiplayer Campaign lobby to battle lobby whilst client is joining.

 

Modding

  • [*]Added support for disabling / enabling out of date mods in the Launcher. This is likely to stop game crashes when an update is released. [*]Fixed the "show_message_event()" campaign script function. The function takes an event key from the "message_events" table, an integer X co-ordinate and an integer Y co-ordinate as parameters. Custom events can be added by modders, but must have an event key beginning with "custom_event_", followed by a number (e.g. "custom_event_678").

 

Gameplay Improvements

Battle AI improvements

  • [*]Improvements to how the Battle AI calculates the priorities for attacking/defending certain areas in cities and minor settlements, to reduce passive AI in some situations. [*]When the player disembarks defending units, the attacking AI will no longer flip-flop between attacking the city and the newly disembarked units. [*]Improvements made to the siege battle AI’s ability to re-use previously abandoned siege vehicles when attacking. [*]Fixed a Barbarian minor port battlefield variant, which previously only allowed the battle AI to access one side of the map that they were deployed in. The battlefield AI will now be able to use all of this map as intended. [*]Artillery units are now moved to a more useful position during battles, for example closer to the settlements if they are out of range in order to bombard them. [*]Improvements to Battle AI bracing. [*]Improved disembarking behaviour for AI Naval units in battle.

 

General battle improvements

  • [*]Victory conditions in un-walled settlements and encampment battles are no longer based on victory points. These victory points remain, but now provide a morale bonus to nearby troops holding the position. [*]Victory conditions in walled settlements are now based on a single victory point only, rather than three in some maps. These victory points remain, but now provide a morale bonus to nearby troops holding the position. [*]Following the changes made to the victory conditions in minor settlements and encampment battles, the battle AI is free to leave the victory point when defending to engage attackers outside, and will now attempt to do so when beneficial. [*]The "Weak points" feature in siege battles was deemed counter-intuitive and therefore has been removed. Previously, this feature caused some sections of city wall to be weak which could be exploited by the attacker, even if the city had no damage in the campaign. [*]In the Zarmizegetusa (Roman city map variant) battle map, captured gates will now be owned by the correct army when taken. [*]Fixed a problem in the Alexandria siege map, which sometimes lead attacking AI into a dead-end, or made the AI only focus on 1 victory point. Also fixed some collision on some stairs in this map. [*]Tweaked sidestepping/strafing speeds of units on the battlefield. [*]Fixed elephant riders incorrectly using firing animations while facing in the wrong directions. [*]Missile cavalry will now draw melee weapons correctly when charging. [*]Minor improvements to the terrain heights in the Carthage Historical Battle. [*]Horse Archers and other fast skirmishers are now more effective in auto-resolved combat. [*]Improved ladder docking points, and the terrain beneath them in the medium Egyptian port battlefield settlement, to allow ladders to dock more effectively. [*]Fix for missing secondary weapons for Dacian Noble Horsemen and Persian Cavalry.

 

General AI improvements

  • [*]Improved public order management in Campaign modes. [*]Improved the Campaign AI’s strategic analysis of enemy force distribution.

General Campaign improvements

  • [*]Improvements to end-turn times in Campaign modes. [*]The pool of Factional mercenaries in campaign mode is now replenished after a mercenary is recruited. [*]When an agent attempts to assassinate a barbarian warlord, the warlord will no longer move to another location before the wounded animation begins. [*]Agent actions that extend building construction time no longer stack. Cancelling and restarting construction no longer circumvents extended construction time. [*]Fix for flammable rounds not being available in campaign. [*]Indian Armoured Elephants added as a unit available to generals in campaign for Baktria. [*]Changed transition cost from land to sea. [*]Increased cost of moving across sea on campaign, increased navy ship action points to compensate. Land armies moving on sea will now travel a smaller distance each turn. [*]Moved Cohort Organisation to higher in Roman tech tree. [*]Adjusted siege techs for most factions so siege towers and battering rams are unlocked earlier. [*]Changed unlock requirements for tier II Hellenic main barracks to same as for tier II Hellenic light barracks. [*]Changed raiding stance to reduce GDP in region instead of giving an unhappiness penalty. [*]New minor industrial chain now available in all campaigns. [*]Fix for Campaign AI accidentally declaring war by converting neutral agents.

 

Persistent General's Bodyguards

If a general/admiral is leading a force and is replaced, then his bodyguard unit is retained with him and slowly replenishes (no upkeep costs are paid for this unit though).

If that general/admiral is reappointed to a force then the player has the choice to retain the existing bodyguard for free (including experience and unit upgrades), or to pay to change the bodyguard (to a fresh unit with no experience or unit upgrades).

When a general/admiral dies you must still pay the normal costs to replace them. If there are no free replacements available (for example an admiral dies and all of your possible replacements had land bodyguard units) and you do not have sufficient money for any of the available replacements then you must reappoint an existing general/admiral with a changed bodyguard for a reduced cost, but the size of the bodyguard will also be reduced.

If a general/admiral dies and you have no generals/admirals available to replace him and you do not have sufficient money to hire a new candidate, then you must hire a candidate at a reduced cost, but the bodyguard will also be reduced in size.

 

Balancing Changes

  • [*]Scythian Royal Horse Archers now have the Heavy Shot ability. [*]Gallic Hunter arrows are no longer missing while they are reloading. [*]Adjusted military generator templates for AI to produce more balanced armies. [*]Reduced damage, ammo and reload rate of javelin armed missile units. [*]Reduced AP damage of slingers. [*]Rebalanced cavalry melee attack and melee defence, reduced horse hit points. [*]Adjusted pike balancing. [*]Reduced chariot mass.

 

Usability Improvements

Battle

  • [*]Audio bug fixed for units sometimes using "selection" voice over, when they began wavering on the battlefield. [*]Improved use of battle order response audio for several units.

Campaign

  • [*]Added XP, bonuses, man count, cost & inactive states to General’s Bodyguard panel to support new General’s Bodyguard design.

Encyclopaedia

  • [*]Regions on faction pages now click through to interactive map. [*]Abilities/attributes on unit pages now click through to relevant manual articles. [*]Touch controls article added to manual. [*]Garrison unit cards display numbers of units.

Hotfix 10471.528438

General Changes:

  • [*]Invalid technology is no longer specified as an objective target for Carthage in Hannibal at the Gates Campaign. [*]Syracuse research rate faction trait bonus now confers the correct effect. [*]Improved the look of trees in Autumn battles. [*]Improved season effect bundles in main campaign, and fixed a few issues with the effect bundles. [*]When facing attackers with superior missile strength, the defending AI’s decision-making regarding sally-outs from un-walled settlements and encampments has been improved. [*]Enabled civil wars for Arevaci, Lusitani and Syracuse factions in Grand Campaign mode. [*]Loading screens are now visible to viewers while broadcasting with Twitch.TV. [*]Updated base region religions of Iberian regions.

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Patch 12 - BETA now live on Steam

 

 


Contents
  • [*]
1 Technical and performance improvements:
  • [*]
1.1 Global [*]1.2 Battle [*]1.3 Campaign [*]1.4 Modding [*]1.5 Battle AI improvements: [*]1.6 Campaign AI improvements [*]1.7 General battle improvements [*]1.8 General Campaign improvements

[*]2 Usability Improvements

  • [*]
2.1 Battle [*]2.2 Campaign [*]2.3 General

[*]3 Balancing Changes

  • [*]
3.1 Campaign [*]3.2 Battle

[*]4 Assembly Kit

Technical and performance improvements: Global

  • [*]Fix for squares appearing on certain areas of battle and campaign terrain when using NVIDIA SLI configs.

Battle

  • [*]Fix for UI-related crash in battle [*]Fixed replay de-sync for siege battles initiated from the frontend (e.g. custom or multiplayer, not campaign battles). [*]Fixed a multiplayer battle spectator crash, which occurred when a defending AI general was killed.

 

Campaign
  • [*]Reduced lag during AI turns in Multiplayer Campaign mode.

Modding

  • [*]Script restricted units can no longer be gained via technology upgrades. Removing a script restriction on a unit when the player has already researched a technology which would have allowed that unit to be upgraded will now allow the upgrade at the point the restriction is lifted.

Battle AI improvements:

  • [*]Fixed several battle AI issues in naval settlement assaults which caused disembarked units to go idle and not join the battle. [*]Fix for a Battle AI bug where units could not find a path to a wall-breach, if a gate was captured before entering city. [*]Various battle-map improvements to help the Battle AI use siege equipment more effectively. [*]Fixed bug which caused the battle AI not to recognise breaches in some wall corner pieces. [*]Improved Battle AI phalanx unit behaviour (ensuring pike units use their phalanx abilities when bracing). [*]Battle AI no longer issues orders to units when they should be skirmishing. [*]Improved the battle AI’s spatial reasoning in naval settlement assaults. This applies to reinforcing or disembarked naval forces, when selecting positions from which to assault the settlement. [*]Code fix to ensure that the battle AI doesn't try use its artillery to attack buildings that are outside of the main settlement.

 

 

Campaign AI improvements
  • [*]Campaign AI is now less likely to maintain long blockades without assaulting. [*]Campaign AI is now less likely to move armies into proximity with superior enemy forces.

 

 

General battle improvements
  • [*]Improvements to certain units in unit groups who would fail to pathfind effectively when ordered to attack units in different areas (in very specific/rare cases on the battlefield). [*]Various siege tower climbing fixes. [*]Flaming and whilsting projectiles have been removed from elephant units. [*]Fix for a bug where cavalry archers occasionally did not fire, despite being in range and showing the firing icon on their unit card. [*]Cosmetic improvements to The Oracle of Amun Re. [*]Shield types for Germanic Spear Levy and Spear Brothers have been corrected. [*]The correct factions now have access to mountable artillery in Custom Battles. [*]Improvements to siege vehicles to ensure men on the tower getting knocked into the air does not cause wall-docking to fail. [*]Unit parts (armour, tunics etc) updated to offer greater unit variety. [*]Various improvements to men climbing siege towers and ladders. Soldiers now climb towers more effectively without milling at the bottom. [*]Siege engines will no longer get stuck on trees on the battlefield. [*]Player-controlled ambushing armies can now use deployables in ambush battles. [*]Naval units no longer attempt to reinforce ambush battles. [*]Fixed a bug which prevented armies of only one unit from being able to hide on the battlefield. [*]Fixed an area in the large Persian port where ships were not disembarking correctly. [*]Increased the number of unobstructed walls in the medium and large Rome siege battle-maps. [*]Fixed several cases where multiplayer battles could take place on very steep hills or mountains. [*]Several battle map improvements to beach landings, improved terrain heights and collision with some battlefield props. [*]Added new helmet variations and new Germanic tunics to Campaign Generals. [*]Added new Eastern Horse and Hellenic Heavy Horse variants. [*]Trees and units no longer clip through the ground near the Statue of Zeus at Olympia wonder on the battlefield. [*]Altered ship-sorting priority when disembarking, in order to reduce shuffling around. [*]An alternative bear pelt has been applied to Germanic Berserkers who don't wear helmets under their pelts, so the top of the hairline is no longer visible.

 

General Campaign improvements
  • [*]Newly formed armies now start with no action points and are unable to switch to the forced march stance until the following turn. [*]Roman armies no longer feature Etruscan names. [*]Greek ‘Classical Heritage’ faction trait now works correctly. [*]Buildings at the beginning of Caesar in Gaul, Hannibal at the Gates and Grand Campaign have been corrected. [*]Beasts of War DLC: Sobek Cultist units can now be recruited in regions containing minor settlements. [*]The Ares Spear experience bonus is now being applied correctly to minor temples. [*]A number of battle maps no longer feature snow during Spring, Summer and Autumn. [*]Fixed an issue where an ambushing army would move at the start of the turn. Please note: Sometimes an ambushing army will move when it is discovered or you discover an agent or army that is standing on top of it. This is expected behaviour. [*]When a general’s unit is the only unit in a reinforcing army, and the general dies but the unit does not, The general will now die on the campaign map. [*]Raiding will no longer cause negative happiness. [*]Technology requirements for military ports have been altered. Tier II military ports either have no tech requirements, or the same requirements as other tier II ports. [*]Corrected local traditions for Iberian regions in Grand Campaign to be Iberian instead of Celtic. [*]Reduced the Siege Holdout Time Effect conferred by siege tower technologies. [*]Political promotion positions for Syracuse, Arevaci and Lusitani factions have been corrected. [*]Forming a confederation no longer causes rebel armies in regions owned by the confederating factions to be absorbed into the confederation. [*]Fixed some terrain issues on the Hannibal at the Gates map. [*]New Germanic trousers and tunics added.

 

 

Usability Improvements Battle
  • [*]Fixed a rare bug where fire sound-effects would play after a battle had finished, and could be heard over the victory menu.

 

Campaign
  • [*]Reduce Slaves effect now displays the correct icon. [*]Retreat button is no longer enabled on the pre-battle siege screen when forces are unable to retreat. [*]Some typographical fixes in Incidents and Dilemmas. [*]Tweaks to Egyptian and Carthaginian siege technology to more closely match the unlock order of normal Greek technologies. [*]Fixed a situation where all new Carthaginian general or agent recruits had the surname "Gisco". [*]Fix for some instances where a skull would appear on a unit card despite that unit not being dead on the post battle screen. [*]Various improvements to battle-unit banner icons. [*]Arevaci, Lusitani and Syracuse civil-war factions minimap and unit card colours have been corrected. [*]Roman siege buildings are now unlocked by technologies in the correct order in Grand Campaign.

 

General
  • [*]Added a warning when loading replays from an older game version, to inform the player that results may be inconsistent when viewed in the version they are now playing. [*]If the Twitch End User Licence Agreement (EULA) has previously been declined, it will no longer be displayed every time the game is launched. If the Twitch button is pressed when the EULA has previously been declined, the EULA will then be shown. If the Twitch button is pressed and the player is not signed in to their Twitch account, they will be taken to the options menu to sign in. [*]Twitch streams will now be paused when the Steam overlay is active. [*]The Twitch button will no longer display during Historical Battle frontend intros.

 

 

Balancing Changes Campaign
  • [*]Reduced starting money of all minor factions in the Grand Campaign. [*]Unit-balancing changes based on community feedback. Axe Warriors and Naked Warriors have also been added to the Boii unit roster. [*]Reduced all technology-conferred ammo bonuses from 50% to 25%. [*]Reduced General’s logistics-conferred ammo bonuses from 25% and 50% to 10% and 25%. [*]Hidden income bonus for African and Arabian factions removed. [*]Reduced the amount of money that the Etruscan league start the campaign with. [*]Added two extra Hastati units to Rome at the start of their campaign. [*]The Ibossim region now belongs to Carthage at the start of the campaign. [*]Unit-balancing changes. Axe Warriors and Naked Warriors have also been added to the Boii unit roster.

Battle

  • [*]Reduced the Carthage faction-trait ‘Mercenary Upkeep Cost Reduction’ to prevent over-stacking of the effect. [*]Painted Ones and ambusher units have been given faster movement speed and more hit points. [*]Fierce Swords morale has been changed to 60. [*]Lusitani Spears and Lusitani Guerillas units’ building-branches have been swapped, and Lusitani Guerillas are now available from level 2. [*]Axe Warriors cost has been increased to 470. [*]Sword Followers cost has been increased to 760. [*]Bactrian Noble Horse melee attack and charge bonus have been reduced by 2. [*]Noble Blood cavalry morale has been increased by 5. [*]Veteran Spears hit points have reduced by 5.

 

Assembly Kit
  • [*]Fixed an Assembly Kit bug which removed Campaign victory conditions from Campaign mods.

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Patch 12 now live on Steam

 

 


Patch 12 - build: 10877.535502

Contents
  • [*]
1 Technical and performance improvements:
  • [*]
1.1 Global [*]1.2 Battle [*]1.3 Campaign [*]1.4 Modding [*]1.5 Battle AI improvements: [*]1.6 Campaign AI improvements [*]1.7 General battle improvements [*]1.8 General Campaign improvements

[*]2 Usability Improvements

  • [*]
2.1 Battle [*]2.2 Campaign [*]2.3 General

[*]3 Balancing Changes

  • [*]
3.1 Campaign [*]3.2 Battle

[*]4 Assembly Kit

Technical and performance improvements: Global

  • [*]Fix for squares appearing on certain areas of battle and campaign terrain when using NVIDIA SLI configs.

 

Battle
  • [*]Fix for UI-related crash in battle [*]Fixed replay de-sync for siege battles initiated from the frontend (e.g. custom or multiplayer, not campaign battles). [*]Fixed a multiplayer battle spectator crash, which occurred when a defending AI general was killed.

 

Campaign
  • [*]Reduced lag during AI turns in Multiplayer Campaign mode.

Modding

  • [*]Script restricted units can no longer be gained via technology upgrades. Removing a script restriction on a unit when the player has already researched a technology which would have allowed that unit to be upgraded will now allow the upgrade at the point the restriction is lifted.

Battle AI improvements:

  • [*]Fixed several battle AI issues in naval settlement assaults which caused disembarked units to go idle and not join the battle. [*]Fix for a Battle AI bug where units could not find a path to a wall-breach, if a gate was captured before entering city. [*]Various battle-map improvements to help the Battle AI use siege equipment more effectively. [*]Fixed bug which caused the battle AI not to recognise breaches in some wall corner pieces. [*]Improved Battle AI phalanx unit behaviour (ensuring pike units use their phalanx abilities when bracing). [*]Battle AI no longer issues orders to units when they should be skirmishing. [*]Improved the battle AI’s spatial reasoning in naval settlement assaults. This applies to reinforcing or disembarked naval forces, when selecting positions from which to assault the settlement. [*]Code fix to ensure that the battle AI doesn't try use its artillery to attack buildings that are outside of the main settlement.

 

 

Campaign AI improvements
  • [*]Campaign AI is now less likely to maintain long blockades without assaulting. [*]Campaign AI is now less likely to move armies into proximity with superior enemy forces.

 

 

General battle improvements
  • [*]Improvements to certain units in unit groups who would fail to pathfind effectively when ordered to attack units in different areas (in very specific/rare cases on the battlefield). [*]Various siege tower climbing fixes. [*]Flaming and whilsting projectiles have been removed from elephant units. [*]Fix for a bug where cavalry archers occasionally did not fire, despite being in range and showing the firing icon on their unit card. [*]Cosmetic improvements to The Oracle of Amun Re. [*]Shield types for Germanic Spear Levy and Spear Brothers have been corrected. [*]The correct factions now have access to mountable artillery in Custom Battles. [*]Improvements to siege vehicles to ensure men on the tower getting knocked into the air does not cause wall-docking to fail. [*]Unit parts (armour, tunics etc) updated to offer greater unit variety. [*]Various improvements to men climbing siege towers and ladders. Soldiers now climb towers more effectively without milling at the bottom. [*]Siege engines will no longer get stuck on trees on the battlefield. [*]Player-controlled ambushing armies can now use deployables in ambush battles. [*]Naval units no longer attempt to reinforce ambush battles. [*]Fixed a bug which prevented armies of only one unit from being able to hide on the battlefield. [*]Fixed an area in the large Persian port where ships were not disembarking correctly. [*]Increased the number of unobstructed walls in the medium and large Rome siege battle-maps. [*]Fixed several cases where multiplayer battles could take place on very steep hills or mountains. [*]Several battle map improvements to beach landings, improved terrain heights and collision with some battlefield props. [*]Added new helmet variations and new Germanic tunics to Campaign Generals. [*]Added new Eastern Horse and Hellenic Heavy Horse variants. [*]Trees and units no longer clip through the ground near the Statue of Zeus at Olympia wonder on the battlefield. [*]Altered ship-sorting priority when disembarking, in order to reduce shuffling around. [*]An alternative bear pelt has been applied to Germanic Berserkers who don't wear helmets under their pelts, so the top of the hairline is no longer visible. [*]Improved reforming (including Pike units) on the battlefield, to reduce units crossing over each other as they reform.

 

General Campaign improvements
  • [*]The cost to hire a new general is now higher if you already have sufficient generals to lead your maximum army and navy caps. [*]Fixed an exploit which allowed you to transfer units from an army that couldn't move into another army, and therefore move them further. [*]Newly formed armies now start with no action points and are unable to switch to the forced march stance until the following turn. [*]Roman armies no longer feature Etruscan names. [*]Greek ‘Classical Heritage’ faction trait now works correctly. [*]Buildings at the beginning of Caesar in Gaul, Hannibal at the Gates and Grand Campaign have been corrected. [*]Beasts of War DLC: Sobek Cultist units can now be recruited in regions containing minor settlements. [*]The Ares Spear experience bonus is now being applied correctly to minor temples. [*]A number of battle maps no longer feature snow during Spring, Summer and Autumn. [*]Fixed an issue where an ambushing army would move at the start of the turn. Please note: Sometimes an ambushing army will move when it is discovered or you discover an agent or army that is standing on top of it. This is expected behaviour. [*]When a general’s unit is the only unit in a reinforcing army, and the general dies but the unit does not, The general will now die on the campaign map. [*]Raiding will no longer cause negative happiness. [*]Technology requirements for military ports have been altered. Tier II military ports either have no tech requirements, or the same requirements as other tier II ports. [*]Corrected local traditions for Iberian regions in Grand Campaign to be Iberian instead of Celtic. [*]Reduced the Siege Holdout Time Effect conferred by siege tower technologies. [*]Political promotion positions for Syracuse, Arevaci and Lusitani factions have been corrected. [*]Forming a confederation no longer causes rebel armies in regions owned by the confederating factions to be absorbed into the confederation. [*]Fixed some terrain issues on the Hannibal at the Gates map. [*]New Germanic trousers and tunics added.

 

 

Usability Improvements Battle
  • [*]Fixed a rare bug where fire sound-effects would play after a battle had finished, and could be heard over the victory menu.

 

Campaign
  • [*]Reduce Slaves effect now displays the correct icon. [*]Retreat button is no longer enabled on the pre-battle siege screen when forces are unable to retreat. [*]Some typographical fixes in Incidents and Dilemmas. [*]Tweaks to Egyptian and Carthaginian siege technology to more closely match the unlock order of normal Greek technologies. [*]Fixed a situation where all new Carthaginian general or agent recruits had the surname "Gisco". [*]Fix for some instances where a skull would appear on a unit card despite that unit not being dead on the post battle screen. [*]Various improvements to battle-unit banner icons. [*]Arevaci, Lusitani and Syracuse civil-war factions minimap and unit card colours have been corrected. [*]Roman siege buildings are now unlocked by technologies in the correct order in Grand Campaign.

 

General
  • [*]The exclamation mark symbol on the Twitch.TV button will now appear only when the player has not accepted the Twitch.TV End User Licence Agreement (EULA). It will no longer show when the EULA has been accepted but the player is not signed into their Twitch.TV account. [*]Added a warning when loading replays from an older game version, to inform the player that results may be inconsistent when viewed in the version they are now playing. [*]If the Twitch End User Licence Agreement (EULA) has previously been declined, it will no longer be displayed every time the game is launched. If the Twitch button is pressed when the EULA has previously been declined, the EULA will then be shown. If the Twitch button is pressed and the player is not signed in to their Twitch account, they will be taken to the options menu to sign in. [*]Twitch streams will now be paused when the Steam overlay is active. [*]The Twitch button will no longer display during Historical Battle frontend intros.

 

 

Balancing Changes Campaign
  • [*]Reduced starting money of all minor factions in the Grand Campaign. [*]Unit-balancing changes based on community feedback. Axe Warriors and Naked Warriors have also been added to the Boii unit roster. [*]Reduced all technology-conferred ammo bonuses from 50% to 25%. [*]Reduced General’s logistics-conferred ammo bonuses from 25% and 50% to 10% and 25%. [*]Hidden income bonus for African and Arabian factions removed. [*]Reduced the amount of money that the Etruscan league start the campaign with. [*]Added two extra Hastati units to Rome at the start of their campaign. [*]The Ibossim region now belongs to Carthage at the start of the campaign. [*]Unit-balancing changes. Axe Warriors and Naked Warriors have also been added to the Boii unit roster.

Battle

  • [*]Reduced the Carthage faction-trait ‘Mercenary Upkeep Cost Reduction’ to prevent over-stacking of the effect. [*]Painted Ones and ambusher units have been given faster movement speed and more hit points. [*]Fierce Swords morale has been changed to 60. [*]Lusitani Spears and Lusitani Guerillas units’ building-branches have been swapped, and Lusitani Guerillas are now available from level 2. [*]Axe Warriors cost has been increased to 470. [*]Sword Followers cost has been increased to 760. [*]Bactrian Noble Horse melee attack and charge bonus have been reduced by 2. [*]Noble Blood cavalry morale has been increased by 5. [*]Veteran Spears hit points have reduced by 5.

 

Assembly Kit
  • [*]Fixed an Assembly Kit bug which removed Campaign victory conditions from Campaign mods.

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CA is patching content - New historical battle and a new DLC is soon available

 

 


Getae and Pydna Update - build: 11271.541757

 

Contents
  • [*]
1 New Historical Battle – Battle of Pydna [*]2 New Playable Faction – Getae [*]3 New Units – Getae
  • [*]
3.1 Heavy Skirmishers [*]3.2 Heavy Archers [*]3.3 Noble Swords

[*]4 DLC Preparation – Pirates and Raiders Culture Pack [*]5 New Achievements

  • [*]
5.1 Usability improvements [*]5.2 General battle improvements [*]5.3 General Campaign improvements [*]5.4 Campaign AI improvements

New Historical Battle – Battle of Pydna

Marking the release of the 1st Total War novel in paperback, which also includes a sequence featuring this pivotal battle, players can now test their generalship in the highly challenging Battle of Pydna historical scenario.

An important stride forward on the road to Rome becoming the dominant regional power; Macedon received a blow it couldn’t recover from, but how will your battle fair? This scenario has been designed as a demanding test for experienced Total War players.

More information on ‘Destroy Carthage’ by Times Bestselling author David Gibbons can be found here: www.totalwarbooks.com. Read the first chapter now at www.totalwar.com.

New Playable Faction – Getae

The Getae are not a single tribe, but a loose confederation settled around the Lower Danube. They differ from other local tribes through their worship of Gebeleizis, who manifests himself through lightning and thunder, and Zalmoxis, who represents immortality. The Getae strongly believe there are no other gods than their own, yet see themselves as constantly at odds with the heavens, even firing arrows at Gebeleizis during heavy storms.

Perhaps reflecting this natural fury, the Getae have the best skirmishers of all the barbarian factions; favouring lightning-fast hit-and-run strikes at the enemy combined with heavy-hitting falx-armed shock infantry.

New Units – Getae Heavy Skirmishers

These elite missile infantry are a deadly combination of well-armed and armoured, especially when compared to other faction’s troops in a similar role. Suited to ambushing and softening the enemy before a charge from supporting units, Getae’s skirmishers are unparalleled within their culture.

Heavy Archers

Elite bowmen are a staple of many Getae expeditionary forces, who consider a cloudy sky to be a poor omen for battle. Unless of course it is they who are raining Gebeleizis’ fury on the enemy’s head in the form of thick clouds of heavy shafts and weighted arrowheads.

Noble Swords

Forming the hammer of any powerful Getae army, these armoured infantry will stoically push forward into the enemy line against the most incredible odds. While it is the purpose of other units to harass, break and shock, it is these elite swordsmen who have the grim, determined work of slaughtering the foe.

DLC Preparation – Pirates and Raiders Culture Pack

This update contains content that will prepare the game for purchasers of the forthcoming DLC, the Pirates & Raiders Culture Pack. This includes updates to game data and assets, eg. so that non-owners can see DLC units in MP battles.

The Pirates & Raiders Culture Pack is out soon, please see here for more details.

New Achievements

For owners of Nomadic Tribes DLC:

  • [*]We Can’t Axe for More [*]Put On Your Red Light [*]My Kingdom for a Horse

Free with Caesar in Gaul update:

  • [*]Baktria to the Future

For owners of Caesar in Gaul DLC:

  • [*]Struck a Nervii [*]That’s my Boii [*]Anatolia Not to Come

For owners of Hannibal at the Gates DLC:

  • [*]Celtiberia Victorious [*]Fast & Lusitani [*]Tyrannus

Free with Getae and Pydna Update:

  • [*]Getae In! [*]Phalanx But No Thanks

For owners of Pirates & Raiders DLC:

  • [*]Hoist the Colours! [*]Thrace for Impact [*]Megas Basileus [*]Comontorios Eternal

Usability improvements

  • [*]Added missing subtitles for Hannibal at the Gates intro in German, Spanish and Russian. [*]Updated the localisation for Ardiaei, Getae, Odrysian Kingdom and Tylis, faction traits in French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.

General battle improvements

  • [*]Increased the length of the falx weapon handle, so units hold it correctly in two hands.

General Campaign improvements

  • [*]Political promotions in Campaign modes are now dependant on all of their prerequisites (e.g. age or experience level of the general), rather than just whether or not they can be afforded. [*]Raiding will cause negative happiness (as it used to be before Patch 12)

Campaign AI improvements

  • [*]Fix for Campaign AI sometimes overestimating strength of transport ships.

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Hotfix and Festivals Update (Patch 13.1)

 

 


Patch 13.1 - build: 11724.548874

Contents
  • [*]
1 Technical and performance improvements
  • [*]
1.1 Campaign

[*]2 General battle improvements [*]3 General campaign improvements [*]4 Usability Improvements

  • [*]
4.1 General

Technical and performance improvements Campaign

  • [*]A rare crash which occurred after declining to fight a battle as a reinforcing army while the camera was still moving on the Campaign map has been fixed.

General battle improvements

  • [*]Cavalry can now break away from infantry less easily in all battles. [*]Increased the cost of armoured elephants. [*]Improved terrain heights and building positions in Pydna Historical Battle. [*]Fix for raiding horsemen having wrong shield type. [*]Fix for Illyrian Raiders having wrong armour type. [*]Wind will now affect more particles during battles, e.g. smoke will be blown in the wind direction.

General campaign improvements

  • [*]Added 9 new seasonal festival events across all Campaigns. [*]Some Getae objectives that were not completing now are. [*]Fix for Dacian Bowmen not being recruitable from upgraded buildings. [*]Fix for Hellenic wine subject choice giving the wrong effects. [*]Added new Balkan sword (melee weapon stats) for balancing and assigned to Thracian peltasts. [*]Bonus vs. large added to Rhomphaia and Falx. [*]Buffed Thracian Peltasts in melee. [*]Illyrian hoplites and noble hoplites now have Hoplite Wall ability. [*]Swapped ships for Illyrian Raiders, added Illyrian Raider ship to all the correct port levels. [*]Fix for technology missing a link to previous technology. [*]Fix for melee attack penalty in battles for Balkan group generals units. [*]Added Thracian Warriors to settlement garrison units. [*]Fix for units not being available from all appropriate building levels. [*]Added naked warriors to Nervii unit roster.

Usability Improvements General

  • [*]Updated the encyclopaedia to reflect the latest changes e.g. include all special units.

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