Total War: ATTILA

Total War: ATTILA

Total War: Classical Empires
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Mis à jour le : 27 déc. 2024 à 6h23

Quality of Life Update:

- Redid the mod file to fix potential left over corrupted files from a previous failed update

Mis à jour le : 26 déc. 2024 à 8h04

Mis à jour le : 26 déc. 2024 à 6h19

Mis à jour le : 20 nov. 2023 à 12h16

Technology Effects:

- fixed incorrect effect for Hellenistic States Perennial Irrigation giving negative fertility and increasing agri income, now the technology greatly increases fertility, at the expense of agricultural buildings being more expensive to maintain, and to build

- reworked corruption from Roman technologies: gave player more options to lower technology through civic reforms, to counter corruption from Praetorian/military taking over the Republic/Empire

Mis à jour le : 16 nov. 2023 à 0h40

Mis à jour le : 19 aout 2023 à 12h20

Mis à jour le : 9 juil. 2023 à 10h09

Mis à jour le : 26 juin 2023 à 4h28

Changelog:

Campaign AI (experimental)
overhaul of the campaign AI, following our very successful Battle AI implementation, work in progress

Battle Effects:
Bracing bonuses have been reduced from 300% at 5 ranks, to a max cap of 150% or so, at 7 ranks
global charge damage increased by 20%
max collision damage increased by 5, to 25
cavalry gets more fatigued running

Campaign Variables:
Raiding steals more food, and income relative to the settlement's GDP, and present trade routes

Unit Abilities and General Abilities
Ability effects, buffs and debuffs have been revamped and overhauled
tight formation, hoplite/spear/shield give less melee defense, to avoid OP defensive formations
unit formations such as hoplite, pike etc give fatigue when used
fatigue rate and recharge time of abilities increased
Generals now get 5 abilities, depending on their rank: Reconaissance, Inspire, Rally, Second Wind, Fast Charge
High tier barbarian units get the "headhunter" trait, such as Celtic Nobles. It will increase their offense and charge, at the cost of fatigue and melee defense

Summary:
New Campaign AI (CAI) recruits better armies more consistently, has improved defensive and offensive awareness. known to hesitate in some cases, it is still an improvement
Raiding will now be more geared towards raiding high food and GDP regions
Charges in general will be more powerful, to mitigate cases of charges being too weak
Bracing bonuses have been reduced, making defending more tradeoffs: width but lose ability to withstand the charge, or more narrow and compact, but more susceptible to being flanked
Abilities have been overhauled, incorrect effects fixed, and carefully thought out progression system for abilities planned out based on general rank: a high tier general is even more of a valuable asset in a battle, without warping unit stats or adding crazy bonuses
Barbarian units at the high tier are even more lethal in offense, at a fair trade off in defense: fighting barbarians will feel even more unique to other factions

Mis à jour le : 26 juin 2023 à 3h55

Mis à jour le : 26 juin 2023 à 1h17