Total War: ATTILA

Total War: ATTILA

Ancient Empires 2.0 - Part 1 of 2
此主题已被锁定
UMCenturion  [开发者] 2018 年 7 月 8 日 下午 7:43
UPDATE: July 10Th - Changelog 1.02d
Update: Forgive the recent update - we are working through the crash issues as fast as possible.

New Features

A new Fame system implemented to explore the political complexity of the ancient realms further: historically, threats to many ancient kingdoms came from within, posed by ambitious generals or claimants. After success in foreign lands, these would amass great fame and support, leading to famous civil wars (The Great Roman Civil War and subsequently the Wars of the Triumvirate, the Seleucid Dynastic Wars or the Alexandrine Civil War). Characters with great military successes are more prone to become disloyal and form their own faction. Conquests, battles and influence are the three main determinants of the Fame mechanic.
Characters are now influenced by their mothers when coming of age. The mother's trait makes the character likely to pick up certain traits, adding to the importance of female characters in politics.
11 new Carthaginian buildings: Drill Field, Artillery Range, Missile Range, Healer etc.
7 new Parthian native units: Early General, Late General, Cataphract Archers, Parthian Spearmen, Parthohellenic Thureophoroi, Parthian Skirmish Cavalry, Late Parthian Horse Archer

Campaign

Regional Integration mechanic now introduced for Carthage and Roman factions. Having an administrative edge over its historical rivals, Rome is able to integrate conquered territory more efficiently, meaning they are able to extract more of the potential value from a region. 'Regional Integration' is a mechanic tied to the main settlement and works by reducing income and upkeep in a region, which represents limited control over a territory; this effectively reduces the margin of profit from the area, allowing players to build either wide (conquer many regions) or tall (integrate their regions into their core territory to make full use of the region's potential). This mechanic aims to slow down conquest in a realistic way, and differentiaties the different government types even further.
Campaign AI: Now more aggressively attacks nearby settlements and will be more prone to sally forth when under siege
Campaign AI Recruitment: Should now recruit more forces
Reworked effects from Roman and Carthaginian main settlements
Reworked base cultural influence ("Local Traditions" mechanic) in all campaign regions. Cultures native to an area now have higher influence, making historical regions such as Persia much harder and slower to convert to your culture. Thus native discontent will last longer
Reduced effects from native discontent slightly
New Pontic building and unit descriptions
Unit upkeep now increases after certain technological advancements
Can now recruit and replenish in provinces that are rebellious, albeit at heavily reduced capacity
Added higher bonus to public order from lowering taxes
Adjustments to several edicts
Removed 'Powerful Senate' Roman faction trait
Reworked faction and culture traits for Rome and Carthage
New faction traits for Pergamon
Tweaked effects of some Ruler traits
Tweaked effects from several ministerial offices
Updated Nabatean main settlement upkeep costs
Characters with command level 7 and higher can now initiate night battles
Fix to Carthaginian native discontent which is now normal
Fix where the player would build too tall siege equipment against Iberian and other barbarian cities
Fix to several building names that were previously bugged
Visual improvements to display of certain building effects
Startpos updates to traits and factions



Battle

In-battle crash fix for various factions (incl. Pontus) involving skirmish/ranged units
Reduced the size of elephant units to 16 elephants (24 previously)
Increased the mass of elephants, allowing them to break up formations more efficiently
Increased ammunition of late Roman skirmishers to 9
Fix to unit fatigue that would sometimes not properly apply to certain units. Reworked fatigue gain for different unit classes
Reduced ship hit points
Slightly increased artillery damage (land and naval)
最后由 UMCenturion 编辑于; 2018 年 7 月 9 日 下午 8:40
< >
正在显示第 1 - 15 条,共 28 条留言
Philip  [开发者] 2018 年 7 月 8 日 上午 3:23 
New changelog up. Will be expanded as more features are added in
Wesley_E 2018 年 7 月 8 日 上午 6:22 
Is this save game compatible or is a restart recommended?
Yarev 2018 年 7 月 8 日 上午 6:58 
Can you tell us roughly when this update is going live ?
Philip  [开发者] 2018 年 7 月 8 日 上午 7:36 
引用自 Wesley_E
Is this save game compatible or is a restart recommended?

Recommended restart, but may not be required
Philip  [开发者] 2018 年 7 月 8 日 上午 7:36 
引用自 Yarev
Can you tell us roughly when this update is going live ?

Tonight
Yarev 2018 年 7 月 8 日 上午 10:24 
great, thx for telling me its important as I dont want to start a new campaign before the new update, keep up the good work that most of us epreciate
liam.waterfield96 2018 年 7 月 8 日 下午 2:14 
Are you able to fix when enemy army doesn't attack you even though they are the one who iniciate the attack. Just captured peragamons city (cant remeber the name) then the army scoops in after I take it they do attack the gate once destroyed they just pull back and sit there?

Any ideas?

Cheers
Pvt_Pat 2018 年 7 月 8 日 下午 9:08 
Just restarted the Roman campaign with the 1.02 change, and it now seems Hannibal's elephants are super tanks. Was this unit buffed too much, perhaps? Or do I just suck or something?
GingerNuts 2018 年 7 月 8 日 下午 9:31 
there is a bug with starting a new campaign. About 8 turns into a campaign everything is going well until I end the 8 turn and it crashes.
plz Fix
Caesar's the Imperator 2018 年 7 月 9 日 上午 12:41 
as usual, AI never recruit any naval unit except admiral.
DITTO! 2018 年 7 月 9 日 上午 12:54 
Yep hannibals's elephants are broken, pre patch they routed after 2 - 3 volleys from velites, now velites use all their ammo and elephants have not lost a single man. Take no damage in melee either
MuiluMatti 2018 年 7 月 9 日 上午 2:00 
The Autonomous State -50% building cost no longer works. In my carthage campaign 25-30% of my generals and governors suffer from leprosy :/
The Lowered Taxes edict now decreases Public Order
最后由 MuiluMatti 编辑于; 2018 年 7 月 9 日 上午 2:05
Philip  [开发者] 2018 年 7 月 9 日 上午 3:39 
引用自 DITTO!
Yep hannibals's elephants are broken, pre patch they routed after 2 - 3 volleys from velites, now velites use all their ammo and elephants have not lost a single man. Take no damage in melee either

Seems to be isolated to Howdah elephants. Fix will be up soon
Totalacores 2018 年 7 月 9 日 上午 5:39 
Ty for update, these new parthian "native" units means its AoR for everyone by chance :) ???Always welcome increase in AoR units and extra mercenaries.
最后由 Totalacores 编辑于; 2018 年 7 月 9 日 上午 5:51
Philip  [开发者] 2018 年 7 月 9 日 上午 5:47 
引用自 Totalacores
Ty for update, these new parthian "native" units means its AoR for everyone?Always welcome increase in AoR units and extra mercenaries.

The new Parthian units are exclusively for Parthia
< >
正在显示第 1 - 15 条,共 28 条留言
每页显示数: 1530 50