PDA

View Full Version : Rome 2 Patches, Hotfixes, Betas and Such (patch 17 live!)



Pages : 1 2 [3]

Sp4
12-19-2013, 11:32
Replays are very hit and miss. Contrary to public belief its not an actual reply where it records your every move. Rather it tries to predict your moves, oftentimes getting them wrong. This is the way its been for a while, I recall that in Rome 1 vanilla I played an epic custom battle as Carthage against the Romans. I won by the skin of my teeth, and in the excitement I wanted to save the replay. So the next day Im telling my buddy about this awesome battle and he comes over to watch the replay. So we watch it, and in the replay, I lose. It was actually a pretty pathetic loss, with most of my men routing in the first 5 minutes. Ever since then I never saved a replay in a TW game.

It works pretty well in Shogun 2. I have no idea what they changed between then and now or why the felt they had to make it stop working but there's that.

Hooahguy
12-19-2013, 18:11
The patch 8.1 beta is currently up.

Here are the patch notes again:


Patch 8.1



Gameplay Improvements




Campaign


-Improved AI parameter balancing: increased tactical focus and aggression, especially for major factions in both Grand Campaign and Gaul Campaign.
-Improved campaign AI raiding behaviour. AI factions are now more likely to raid during campaigns.


Battle




-Siege artillery now uses flaming projectiles appropriately (when attacking walls and towers).
-Fixed an issue in siege battle AI which could lead to the general's unit exposing itself to attack when trying to use its special abilities to support assaulting units on walls.
-Fixed a pathfinding issue which could cause units to retreat from siege towers and ladders once they had docked to walls. This was most common with AI units due to the sequence in which it issues unit orders.
-Fixed a range of issues with the AI's interaction with walls in siege battles, enabling the AI to conduct a more effective assault using siege towers and ladders.
-Improved the tactical co-ordination between different sub-groups of units when assaulting the walls in siege battles. When the AI attempts to enter the settlement via the gates, it is now able to do a better job of first eliminating the threat of boiling oil.
-Fixed an issue which caused units to march off in a random direction when reforming on a siege tower.
-Improved the behaviour of units when a unit on the ground is ordered to melee-attack a unit on the walls.
-Boiling oil no longer causes incendiary damage (so won’t burn battering rams for example).
-Improved pathfinding when attacking units on walls with units on the ground or vice versa.
-Improved attacking siege AI’s interaction with walls, and its use of battering rams.

So reports are saying that boiling oil has been nerfed, which makes me very, very happy.

Slaists
12-19-2013, 18:32
The patch 8.1 beta is currently up.

Here are the patch notes again:



So reports are saying that boiling oil has been nerfed, which makes me very, very happy.

Um, boiling oil was nerfed with patch 7 already. It was killing a dozen or so units before the "neutral regime" kicked in due to enemy troops being inside the gateway. Pretty much, boiling oil, was useless since patch 7. I almost felt like removing it altogether through modding since it was detrimental for defenders (boiling oil would start to pour on your own troops as the enemy gets pushed back through the gates).

Hooahguy
12-19-2013, 18:44
Um, boiling oil was nerfed with patch 7 already. It was killing a dozen or so units before the "neutral regime" kicked in due to enemy troops being inside the gateway. Pretty much, boiling oil, was useless since patch 7. I almost felt like removing it altogether through modding since it was detrimental for defenders (boiling oil would start to pour on your own troops as the enemy gets pushed back through the gates).

Are you sure about that? I was playing with patch 7 when the oil killed about 1,500 of my men in about 2 minutes.

CaptainCrunch
12-19-2013, 19:05
Are you sure about that? I was playing with patch 7 when the oil killed about 1,500 of my men in about 2 minutes.

:laugh2: OUCHIE!!

Hooahguy
12-19-2013, 19:15
:laugh2: OUCHIE!!
To make things worse, it was my own oil. I was defending and sent my defenders out to attack the attackers and I didnt realize that there were a few enemies by the gate and before I knew what was going on most of my defenders were dead.

Slaists
12-19-2013, 23:35
Are you sure about that? I was playing with patch 7 when the oil killed about 1,500 of my men in about 2 minutes.
Hooahguy, LOL, you hit it right in the bull's eye: the oil is more damaging to the defenders, especially if defending with hoplites. Hoplite phalanx has a "push-forward" programmed into them. So, after a little while, they succeed in pushing the enemy out through the gate. I am not sure exactly where the ownership trigger is located, but it's somewhere inside the gatehouse. Once your men cross that point, the gate ownership passes back to the defender and... the oil starts pouring again right on top of the defenders :)

On the opposite side of the token: as soon as the AI attacker crosses that point from the other side, the gate ownership becomes neutral and the oil stops pouring. In effect, oil rarely kills too many attackers, but is very detrimental to successful defenders.

As far as nerf is considered, patch notes to 7 said the oil damage has been reduced. The biggest nerf for me though is the gatehouse control. Now, it is sufficient for the attacker to get one unit inside the gatehouse to neutralize it despite the defender still having majority within the control radius. Before patch 7, control radius was smaller, and centered more towards the town center so the attacker had to push the defenders away from the gate to neutralize oil.

Sociopsychoactive
12-20-2013, 02:07
Hooahguy, LOL, you hit it right in the bull's eye: the oil is more damaging to the defenders, especially if defending with hoplites. Hoplite phalanx has a "push-forward" programmed into them. So, after a little while, they succeed in pushing the enemy out through the gate. I am not sure exactly where the ownership trigger is located, but it's somewhere inside the gatehouse. Once your men cross that point, the gate ownership passes back to the defender and... the oil starts pouring again right on top of the defenders :)

On the opposite side of the token: as soon as the AI attacker crosses that point from the other side, the gate ownership becomes neutral and the oil stops pouring. In effect, oil rarely kills too many attackers, but is very detrimental to successful defenders.

As far as nerf is considered, patch notes to 7 said the oil damage has been reduced. The biggest nerf for me though is the gatehouse control. Now, it is sufficient for the attacker to get one unit inside the gatehouse to neutralize it despite the defender still having majority within the control radius. Before patch 7, control radius was smaller, and centered more towards the town center so the attacker had to push the defenders away from the gate to neutralize oil.

I don't know about control seen as I've not noticed any significant difference but with patches 7 and 8 I've found boiling oil a great help. If you position a group of cheap spearmen (levee's that can shield screen will do nicely) just inside the gate, not in the gatehouse itself, then you will see hundreds of casualties from the oil. The spearmen are useless at killing, but hold the enemy in position and tangle them up well enough to keep them in range of the oil for a long time. It also works with raorai or triarii if playing as rome. The trick is to not be inside the gatehouse, as then you get burnt too, but just your side of it. For phalanxes you could still do it, but not in phalanx formation. In phalanx formation your troops will indeed push forward, but in normal formation they will only do so if the enemy back off.

Slaists
12-20-2013, 05:29
I don't know about control seen as I've not noticed any significant difference but with patches 7 and 8 I've found boiling oil a great help. If you position a group of cheap spearmen (levee's that can shield screen will do nicely) just inside the gate, not in the gatehouse itself, then you will see hundreds of casualties from the oil. The spearmen are useless at killing, but hold the enemy in position and tangle them up well enough to keep them in range of the oil for a long time. It also works with raorai or triarii if playing as rome. The trick is to not be inside the gatehouse, as then you get burnt too, but just your side of it. For phalanxes you could still do it, but not in phalanx formation. In phalanx formation your troops will indeed push forward, but in normal formation they will only do so if the enemy back off.

Probably that's the difference. I tend to put hoplites by the gate (inside the walls) in 1-line phalanx formation (3-4 of them) and entice the AI to attack that formation through the gate. Hoplite phalanxes kill the attacking AI, but also push the AI back through the gates and at that point they get burned by their very own oil. Pulling them back does not work either since then they get slaughtered in their back by the attackers.

CaptainCrunch
12-21-2013, 12:52
Some interesting things I've noticed playing with the 8.1 beta, the CAI seems to be making more post battle adjustments after suffering losses. This was most evident for me in the early game as Epirus on Hard. Initial clashes against Sparta where my levy phalangites and cavalry made the difference, had the Spartans come back with a force composed almost entirely of peiriokoi pikes with some mercenary citizen cavalry. I've literally never seen such a composition in a Spartan army before. When Athens got into the mix, they suffered a catastrophic loss where my cavalry tore their flanks to pieces. They came back with forces led by hippeus heavy lancers with several units of Tarantine merc cav as well.

The AI also seems to be sallying out of non-walled settlements more often to fight in the open ground. CAI allies also seem to come to each others aid faster. Some well played agent actions as well, I've definitely been pleasantly surprised in some regards. Of course it still struggles abysmally in any siege-related affairs, but for the most part I've never noticed this other stuff I mentioned before. Don't know if anyone else has, but I'd be interested to know.

Slaists
12-21-2013, 18:38
Some interesting things I've noticed playing with the 8.1 beta, the CAI seems to be making more post battle adjustments after suffering losses. This was most evident for me in the early game as Epirus on Hard. Initial clashes against Sparta where my levy phalangites and cavalry made the difference, had the Spartans come back with a force composed almost entirely of peiriokoi pikes with some mercenary citizen cavalry. I've literally never seen such a composition in a Spartan army before. When Athens got into the mix, they suffered a catastrophic loss where my cavalry tore their flanks to pieces. They came back with forces led by hippeus heavy lancers with several units of Tarantine merc cav as well.

The AI also seems to be sallying out of non-walled settlements more often to fight in the open ground. CAI allies also seem to come to each others aid faster. Some well played agent actions as well, I've definitely been pleasantly surprised in some regards. Of course it still struggles abysmally in any siege-related affairs, but for the most part I've never noticed this other stuff I mentioned before. Don't know if anyone else has, but I'd be interested to know.

I think, I've seen this before the patch 8.1. I suspect it is not related to AI trying a different composition but rather to the AI rebuilding its destroyed army to the very latest standards (higher tier barracks, etc.). So, you destroy the AI's starting army and they come back with a stronger one since their barracks had an upgrade.

Sp4
12-22-2013, 02:13
AI armies recruiting a ton of mercs after a loss is also not really new.

Slaists
12-22-2013, 17:48
By the way, guys, what do you see as your current game version? I have beta enabled but I see it as 1.8.0 not 1.8.1... hmm... wondering if the seige patch has made it through for me.

CaptainCrunch
12-23-2013, 01:27
It's correct, I saw a post about it on .com and somebody from CA confirmed it.

Seyavash
12-26-2013, 06:19
I seem to be having problems with the faction events since patch 8.1 beta. The game seems to be ignoring the choices I make. For example, a slave was kidnapped by a rival faction, I choose to buy her back rather than kill her or do nothing, but the actual result is that she is assassinated. This has happened on at least 2 other events so I know the game is not using the choices I make.

Bramborough
12-27-2013, 22:53
I seem to be having problems with the faction events since patch 8.1 beta. The game seems to be ignoring the choices I make. For example, a slave was kidnapped by a rival faction, I choose to buy her back rather than kill her or do nothing, but the actual result is that she is assassinated. This has happened on at least 2 other events so I know the game is not using the choices I make.

I've noticed this a few times as well. Pre-patch 8, too.

gedingradski
12-28-2013, 05:50
Just noticed something screwey with archer towers after patch 8...

I'm defending in a siege (Level 1 barb fort) and when the AI comes up to burn my gate (the main gate in the middle), the archer towers either side stopped, first one then the other a minute later. I thought that maybe they introduced ammo for the towers...

So after waiting 10 minutes for them to set fire to the gate in the rain, they succeed and run away to let it burn down - suddenly the archer towers come back to life and start firing again!

All I can think of is the towers prioritise the closest unit to the gate if it is being attacked and maybe didn't have line-of-sight for that unit, so they just did nothing and ignored all the other enemies milling around until that one closest unit stops attacking... but I've never noticed the towers stop firing no matter how close the walls they are...

Anyone else seen this? Didn't Shogun 2 let you set targets for towers? ..or maybe I'm imagining things... anyway, they should!

Bellicin
01-02-2014, 01:15
Never thought about the thing with the towers but I'll keep an eye out. Line of sight-issues sounds reasonable, not sure how that works in general.

On a different topic: the longer I get into my campaign (or possibly more with every patch) after a new turn starts the game "freezes" as the Events pop up. The window is marked in gray and I can move the arrow but not open up anything except the chat window (?), and so far I haven't found out a way to get past it. This happens with all sorts of events, for instance characters gaining a trait or cancellation of a trade agreement. I've tried pressing escape, clicking a hundred times on the "OK"-button in the middle of the popup and pretty much facerolled the keyboard to find a way out but nothing seems to work. Does anyone else experience this? Is it a bug or a feature I'm not getting?

Kind regards

Nelson
01-02-2014, 17:08
Bellicin, I’m playing Rome and this happens now when I get a triumph. Grey panels and a freeze. I’m able to do a CNTL-S save, reload and then proceed. You do loose the turn events, though.

Hooahguy
01-23-2014, 18:05
Patch 9 now in beta! (http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_9)


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.
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.

Myth
01-24-2014, 15:12
Looks good! Nothing awe inspiring but steady work such as this will polish Rome II and I'm all up for that! I like the change to unit costs. Maybe now it will make sense to stick with tier 1 and 2 units for reasons other than roleplaying and handicapping oneself.

CaptainCrunch
01-25-2014, 01:54
"During battles, units can now burn down open gates with torches." :shame:

Looks like things have now become desperate. I get the feeling that R2/Warscape will never live this particular weakness down.

Seyavash
01-25-2014, 06:14
AI factions are now much less likely to declare war on distant factions.

Good, maybe this will reduce some of the ridiculous hate for Carthage. It just boggles the mind that factions on the other side of the mediterranean or even landlocked factions immediately declare war as soon as contact is made especially on an empire known for trade.

CaptainCrunch
01-27-2014, 01:15
Well, after a night of playtesting 9beta I can say that my battles have now become plagued with units becoming non-responsive after initiating flanking maneuvers. I have to continuously babysit any units I've sent to attack the flanks of the enemy forcing me to repeatedly pause the battle. Common example; I give orders to attack the flanks of an engaged enemy, my unit closes at first, but then soon after contact they stop attacking. They just stand there looking at the enemy 2 feet away. I click to attack again, sometimes they respond, sometimes they don't. I double-click and they then shuffle around a bit reorganizing and attack. Spear units in particular can stop attacking yet again even after these measures.

Another example, I attack an enemy in the flank and they turn around to a man (ie not just the rear of the formation, but everyone) to fight off the attack. Meanwhile my unit that was already engaged with them just stops attacking them altogether and watches, so I have to issue attack orders again. Now this enemy unit is getting attacked from the rear with no one fighting back, which would be bad enough, but somehow their loss rate doesn't reflect it (as if they're not actually being attacked from behind). This has happened even after they get attacked by heavy shock cav while pinned against pike units. Many men get knocked down, then after they all turn around to deal with the cav while my pike unit previously holding them in place just stops attacking. Probably the reason the attacked enemy unit can turn around in the first place, it's like status between the 2 previously engaged units switches to disengaged when one gets hit in the rear.

Yet another example, attacking engaged enemy spear units on both flanks. My flanking units either stop attacking altogether, or they never close enough to actually make contact with weapons, even after repeated attack-clicking. The problem here is that you often can't tell that this is happening while you're trying to watch the entire battlefield cuz the units look like they're engaged from the distance. I first noticed it when units I had flanked seemed to have remarkable morale, holding out long after what I've become accustomed to seeing. After close inspection to see what the hell was going on I noticed the problem, then afterwards I found instances of it happening in every battle that I attack the enemy in the flanks, so now I check for it as SOP.

Has anyone else experienced this? Don't see anything in the patch notes that would indicate they changed any behavior for units getting attacked in the flanks, but from what I've seen so far the 'bug' (I hope) only affects units attacking enemies in the rear/sides. I'll take some screens next time.

CaptainCrunch
01-27-2014, 06:21
So here's another example of the problem, but under different circumstances. This happened during a test in a custom battle. In the first screen (a composite to show unit info), a unit of triarii was engaged with my unit of pikemen on the far left, just like the other 4 units are also engaged with pikes right on down the short battle line. It so happened that as I moved a unit of coastal levies around to flank them they were attacked by the Roman general's cav right off to the left. The triarii then proceeded to disengage from my pikemen and turn around to assist their general (indicated in yellow).

Not only did they manage to turn their backs on my pikes without losing a single man, but my pikemen never even attempted to attack them from behind, even after repeated attack orders. The yellow curve indicates where the triarii were redeployed, and the red engagement arrow from my pikes is still clearly visible even after they're long gone (after that they ran off to chase my shock cav back in the distance). As you can see they still have 154 men, which was the same amount they had when they disengaged from my pikes.

I then tried to attack the cav with no luck. It wasn't until I moved them a bit that I could finally get them to attack the general. The problem seems to have something to do with how units are interacting with the back of other units, even after already being engaged with them from the front.

https://i.imgur.com/YB6Ji1e.jpg (https://i.imgur.com/YB6Ji1e.jpg)
This next one is a new bit of comedy I noticed as well, in the same test. A unit of triarii decided to chase off some peltasts come Hell or high water, so I decided to have some fun and let them go for a run. The distance in the screen is the closest they would get, but every few seconds one of my axemen would decide to turn around and commit suicide, like the fool under the arrow. My unit was full strength at the start of the chase, but as you can see they already lost 8 men from this behavior. Remember, no contact was ever made between the 2 units, but even my unit's status indicates that they've been "attacked in the rear." Incidentally, even though the triarii never got closer than in the screen, every time they stuttered to kill someone that turned around, they caught right back up to my peltasts. Triarii can run down Agrianian axemen? :dizzy2:

https://i.imgur.com/Hu751jY.jpg (https://i.imgur.com/Hu751jY.jpg)

Fridge
01-27-2014, 13:32
Haven't noticed this myself (but I'll keep an eye out for it...), but could it be something to do with the patch changes to formation attack? Could you test it with formation attack switched on/off?

I suppose you could look at it one of two ways; either it's another example of one of CA's changes breaking more than it fixes, or, if you're being generous, this is what beta patches are for... ;)

Hooahguy
01-28-2014, 01:00
New hotfix: (http://wiki.totalwar.com/index.php?title=Total_War_ROME_II%3A_Patch_9&diff=10996&oldid=10995)


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.

Slaists
01-28-2014, 20:57
My heart almost skipped a beat upon reading this, LOL. then I realized that I had misread it and that the hotfix has addressed multiplayer battle replay desync rather than multiplayer campaign desync... Sigh...


New hotfix: (http://wiki.totalwar.com/index.php?title=Total_War_ROME_II%3A_Patch_9&diff=10996&oldid=10995)


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.

CaptainCrunch
01-28-2014, 20:57
Haven't noticed this myself (but I'll keep an eye out for it...), but could it be something to do with the patch changes to formation attack? Could you test it with formation attack switched on/off? ...

I'll keep testing and trying different combinations, but it's often difficult to test the way you want cuz the AI behaves so inconsistently at times and ruins the tests. I'm of the same mind as you in regards to the possible cause being the changes to formation attack, and possibly just their continuous work with trying to keep units in formation during battle. Maybe this has come as an unintended consequence of trying to keep everyone pleased with all the complaints of units losing formation. I'm finding the behavior so rampant now that I'm getting paranoid as to whether any of my units are actually fighting to their fullest capability. With spear units, even when they seem to be attacking each other I frequently see only a couple of men actually fighting while the great portion of the unit just stands perfectly still (yes, I'm talking about men simply standing right in front of their enemy as well at the point of contact, not just the back of the unit).

Here are 2 more examples, with new variables; In the first screen, a unit of Parthian cataphracts charged into my battle line and fell into a unit of thorax pikemen. The yellow bracketed line indicating where the pikemen were deployed at the time. The cataphracts attacked in wedge and were bunched up to the left of the center of the screen. Shortly after, I sent a unit of thorax swords, that were positioned behind the phalanx to the right, to attack a unit of Parthian swords descending to attack a unit of cav off to the right (yellow arrow on the right).

When this happened the cataphracts that were engaged with my pikemen began to slide along the battle line to the right to attack my thorax swords. As this happened my pikemen just stopped attacking them (even though the cataphract unit card says "attacked in flank") . Every time I clicked attack thereafter the entire unit would shuffle a few steps to the left, without actually attacking (yellow arrow indicating). Like a carriage return on a typewriter, they just kept shuffling to the left until they just opened a huge door in the battle line. The red attacking arrow still clearly visible.

https://i.imgur.com/tSddih8.jpg (https://i.imgur.com/tSddih8.jpg)
This next screen is a closeup of what was happening on the right flank in the first screen. I had sent 2 units of cav into the rear of a unit of Parthian swords and noble blood cavalry that were engaged with my pikes there. They eventually routed, but in the meantime a unit of Parthian swords had attacked one of those cav units which I mentioned in the first screen, and I in turn sent a unit of thorax swords to attack their flank (red arrows indicating). That scrum has 2 units of my thorax pikes and 2 units of my cav in it that are now sitting and doing nothing even though each one had been given attack orders. They made no effort to chase off the routing units, the red attack arrow still clearly seen going off in the distance for the unit of cav (I moved 1 unit of cav out for better visibility). The cav unit left behind has been getting attacked in its flank and not reacting to it (card indicating), except for 1 or 2 horsemen on the edge facing the Parthians. In the meantime, my unit of swords that was supposed to be attacking the Parthians from the left would never make contact, no matter how many times I gave an attack order. They just sat nearby until they started mixing it up with the cataphracts from the first screen.

https://i.imgur.com/pOXkHXE.jpg (https://i.imgur.com/pOXkHXE.jpg)
I can't be the only one experiencing this, I think everybody should observe their battles carefully, cuz this bug is huge as far as I'm concerned and needs to be addressed before Patch 9 goes live. I saw some mention on the official forum from people issuing attack orders to cavalry and then having them stop right before contact. This too has happened to me.

Videos would be a lot easier for demonstration purposes, but Fraps doesn't play nice with R2 on my machine.

Mhantra
01-29-2014, 17:22
I commonly see odd AI behavior described above since the beta patch.

Many times it seems that a couple enemy troops stray from their formation, and it holds your entire formation away from engaging. Furthermore, then they and your other units start to slide around in very odd ways. I am having to micromanage them a lot more.

Sp4
01-29-2014, 17:49
https://i.imgur.com/pOXkHXE.jpg (https://i.imgur.com/pOXkHXE.jpg)
I can't be the only one experiencing this, I think everybody should observe their battles carefully, cuz this bug is huge as far as I'm concerned and needs to be addressed before Patch 9 goes live. I saw some mention on the official forum from people issuing attack orders to cavalry and then having them stop right before contact. This too has happened to me.

Videos would be a lot easier for demonstration purposes, but Fraps doesn't play nice with R2 on my machine.

I'll have a look at it later. I have not played with the new patch yet. Didn't have a lot of time but I should be able to tonight.

CaptainCrunch
01-30-2014, 18:10
I commonly see odd AI behavior described above since the beta patch.

Many times it seems that a couple enemy troops stray from their formation, and it holds your entire formation away from engaging. Furthermore, then they and your other units start to slide around in very odd ways. I am having to micromanage them a lot more.

Can definitely confirm this as well.

Another problem that happens often once the battlefield is littered with units is that a significant portion of a unit (sometimes more than half) charging to attack, especially cavalry, just stops in place completely leaving the charge bonus severely diminished. And it's very difficult to tell why they've stopped, it's not as if they get attacked by another unit while they're charging. Might have something to do with the problem Mhantra mentioned.

All in all, I'm finding combat with this new patch pretty frustrating. :sad:

Hooahguy
01-30-2014, 19:14
Patch 9 went live today, just a heads up.

Buzghush
01-30-2014, 22:53
Patch 9 is just great, especially for MP players. You can't spam ele&chariot or elite inf etc. All units' recruitment cost increased and that makes you think twice when you building an army.

Myth
02-01-2014, 14:39
Patch 9 has greatly improved the game for me. Battles are much faster now (performance wise). The campaign AI is now more challenging. A test game as Rome revealed that one can no lonegr afford not to finish off the Etruscan league (letting them huddle on Corsica). They WILL take Rome if left to their own devices. Carthage is sending stacks into Magna Graecia and retreating back out to sea, where their warships will cover their transports. The Venetii came down with almost 2 full stacks to raid and generally be a pain in my butt. Looks great so far!

Slaists
02-03-2014, 16:19
LOL, looks promising. I should give Rome another try over this weekend.

Slaists
02-06-2014, 06:53
OK, jumped into it ;)

An undocumented change (seemingly): when you ambush an army in the forced march stance, now, your reinforcements do join the battle (was not true before patch 8: an ambush was a 1 on 1 fight). Not sure about the standard ambush situation: whether armies in range join or not.

easytarget
02-08-2014, 01:43
I'm finding agents are quite aggressive in the CIG campaign I'm playing, and frankly pretty freaking dangerous. I've flipped a good half dozen early in this campaign at the front and still some got through, isolated one of my two main stacks and then shuffled in units that were so far off map I never saw them and proceeded to decimate one well made and seasoned armies.

And this was with me using bunches of spies on recon to avoid this very scenario, yet to no avail.

While I can handle this agent spam thing that CA has going, I do not however consider it well balanced. Agents should have some impact on campaigns but not be the decisive factor in it, they are a component of war, not the thing itself.

When in the early course of a campaign I have no less than a dozen spies when my imperium should allow me only four proves the absurdity of this onslaught. In my main campaign as Greece I have like 40 or 50 agents, it's really rather comical.

easytarget
02-08-2014, 01:47
I should add though that I do find the most recent patches have vastly improved the game, and quite frankly made it a lot harder, all to the good.

So we're talking game balancing now. The main items still a bit broken that I hope they still look at are sieges and the politics module which I still feel needs a complete overhaul.

But still, I'm having some pretty good times in both the main campaign and CIG, in fact in many ways, I like CIG better than the main campaign, it's so nice to have weather back and as much as I hate agent spam, it is nice having them live long enough to flesh out their skills completely and put them to use (and same for generals).

Alcibiade
02-09-2014, 14:19
Yes patch 9 is a good one but is it just me or the zombie faces have returned ? In the distance all my legionnaries have this blank face and I haven't seen that since before the first patch.

Myth
02-10-2014, 08:32
So now I'm ashamed that I spent what appears to be 500 euro on a stripper but I'm still stingy and have not gotten CIG...

Sp4
02-10-2014, 14:48
I thought you had to buy that and all.

Slaists
02-10-2014, 15:28
It seems, diplomatic reliability checks have been improved. Yesterday, I canceled a war that I had started because the target had become a client state of an ally of mine. Before patch 9, this would have resulted in a reliability hit. Now: no change in reliability.

Tech trees have been rebalanced. Rome, for example, no longer has a tech that gives +50% to ammo (or I might be missing something, LOL). Others (players of different factions) report similar techs having been move higher up the tech tree.

Alcibiade
02-10-2014, 18:12
Hey, new content from steam ! The african elephants are here and camel arcchers and stuff fror the epirote roster. A gift from CA !

Makrell
02-10-2014, 18:17
Hey, new content from steam ! The african elephants are here and camel arcchers and stuff fror the epirote roster. A gift from CA !

Patches are not gifts :D

That said it seems quite nice. Havent updated since october, maybe i should.

Slaists
02-10-2014, 19:24
Hmm, sparing the elephant part, it seems they just cut and pasted some extra units from Macedon's roster :)

easytarget
02-10-2014, 22:29
Tech trees have been rebalanced. Rome, for example, no longer has a tech that gives +50% to ammo (or I might be missing something, LOL). Others (players of different factions) report similar techs having been move higher up the tech tree.

Yep, I noticed that tech for extra ammo go missing in my current CIG campaign as Rome, I was looking for it after my last tech research had finished and spent awhile looking for it before giving up in a bit of confusion thinking maybe I just imagined it.

Alcibiade
02-10-2014, 23:54
Patches are not gifts :D

That said it seems quite nice. Havent updated since october, maybe i should.

Well, I forgot to add the ironic accent. For the glory of those cute elephant ears I can't play my favorite mod for a while.

Stupid Dumbo patch.

Myth
02-11-2014, 08:39
I thought you had to buy that and all.

Yeah but they priced it as much as a standalone game :stare:

Here is the info from the official thread:

http://farm8.staticflickr.com/7406/12436832304_027c74a1a8_z.jpg

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!

Slaists
02-11-2014, 16:46
Diplomatic lose-lose situations are still in the game post patch 9.

Example:

Turn 1: Steadfast Rome joins its ally Sparta in the latter's war against Epirus. Rome takes Apollonia. Rome's allies Syracuse and Sparta are happy campers.

Turn 2: Epirus sues for peace with Sparta and becomes a client state of the latter. Rome observes that its ongoing war with Epirus will erode Rome's relationship with Sparta. Rome offers Epirus a peace deal. Epirus accepts. Rome is still steadfast.

Turn 3: Epirus declares war on its new-found master: Sparta. Rome is offered two choices: A) join the ally, Sparta in its defensive war; B) break the alliance. Rome chooses A and goes from "steadfast" to "untrustworthy" globally (for breaking the truce with Epirus despite the latter being the aggressor). The effect of this reliability drop is that allies Sparta and Syracuse break their trade agreements with Rome even though "on the paper" they both are happy (very green and friendly)...

That's just .... if you ask me. This makes any diplomatic efforts in R-2 totally un-enjoyable since it is a given constant that allies will declare war on allies (or factions that have treaties with you).

This "mechanism" was also present in release versions of Empire Total War and Shogun 2 but was fixed with later patches so that siding with one of the allies did not affect diplomatic reliability.

Sp4
02-12-2014, 11:57
Yeah but they priced it as much as a standalone game :stare:

Here is the info from the official thread:

http://farm8.staticflickr.com/7406/12436832304_027c74a1a8_z.jpg

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!

High time for additional content... yes. I think they meant it was high time to finish working on the game they released half a year ago.

Myth
02-12-2014, 21:40
Way to be positive about it :clown: Seriously though, Epirus needed some love. As does Sparta. But the Spartan update will come when the 300 sequel comes out, I'm sure of it.

Slaists
02-12-2014, 22:12
Played some more with 9.1, a VH Roman campaign started fresh. Interesting observations regarding AI expansion: I finally see larger AI states forming.

This is pleasant for the eye (the map is less colorful) but has an (un?)-expected consequence though.

Before patch 9.1., my Roman legions would face 6 to 7 foaming-mouth AI mini-factions in and around Northern Italy (South and North of the mountains). Each of those would field up to 4 armies for a whooping 28 army total. Now, with patch 9.1, when I arrived in Northern Italy, Liguria had consolidated it all (all of Gallia Cisalpina + 4 regions on the Northern side of the Alps). So, instead of 28 armies I had to face only 4... :) I suppose, Liguria could have trained up to 6 armies at that point, but had not caught up yet. Still, even with 6 armies, the difference is huge relative to the 28 armies I'd have to face in earlier versions of the game.

Slaists
02-18-2014, 22:21
It would seem, with patch 9.1, pikes are spaced closer together again ;)

CaptainCrunch
02-19-2014, 03:51
Diplomatic lose-lose situations are still in the game post patch 9...

Yeah, they need to get that sorted already. Not to mention introducing greater overall diplomatic influence for powerful factions. Isn't it about time we were able to command our subjugated territories to stop their wars against our allies?! If I'm asked to join a defensive war by an allied state, then decide that the best way to support my allies without compromising my empire's efforts elsewhere is to simply go and put down the hostile faction and quickly subjugate it, shouldn't I now have near total control over their diplomacy? Especially a satrap? At least immediately after subjugation and for a period of years after while hostility towards me (the conqueror) either subsides or rises to the level of belligerence or revolt.

These are essentially my territories now, I let them continue their existence with the condition that my empire is in now in control. Instead I suffer dip penalties with my allies now because I made a treaty with the enemy, then get asked by my allies again to join their war against my new satrap. :dizzy2: - Or how about the fact that you let a faction live then you have to be extra nice to them for years just to get a trade agreement out of them for a few coins? They need to fix that mess... make it nice!

nearchos
02-19-2014, 08:26
Not to mention introducing greater overall diplomatic influence for powerful factions. Isn't it about time we were able to command our subjugated territories to stop their wars against our allies?! If I'm asked to join a defensive war by an allied state, then decide that the best way to support my allies without compromising my empire's efforts elsewhere is to simply go and put down the hostile faction and quickly subjugate it, shouldn't I now have near total control over their diplomacy? Especially a satrap? At least immediately after subjugation and for a period of years after while hostility towards me (the conqueror) either subsides or rises to the level of belligerence or revolt.

These are essentially my territories now, I let them continue their existence with the condition that my empire is in now in control. Instead I suffer dip penalties with my allies now because I made a treaty with the enemy, then get asked by my allies again to join their war against my new satrap. :dizzy2: - Or how about the fact that you let a faction live then you have to be extra nice to them for years just to get a trade agreement out of them for a few coins? They need to fix that mess... make it nice!
Yes, this is very anoying with the satrapies, since they are practicaly litle more than a province of your faction, they shouldnt have options to deny their overlord a trade agreement, which is something that since the game release hasnt been fixed yet.
In my current campaign and for more than 30 turns my satrapy Rome, with attitude very friendly doesnt want to trade no mater what.

nearchos
02-19-2014, 08:30
It would seem, with patch 9.1, pikes are spaced closer together again ;)
Also i think that they now fall in grater numbers from missile fire.

nearchos
02-19-2014, 08:40
I feel a little idiot to ask, but has anyone ever managed to use arti in a defensive siege battle?
Every time im defending a walled city with balistae or scorpion towers ive never actualy seen them in battle, does anyone now how ths works??

Slaists
02-19-2014, 15:45
I feel a little idiot to ask, but has anyone ever managed to use arti in a defensive siege battle?
Every time im defending a walled city with balistae or scorpion towers ive never actualy seen them in battle, does anyone now how ths works??
nearchos, you have to deploy those before the battle. The deployables appear on a separate tab similar to fleets in combined land+navy battles. However, I have to warn you, the deployable wall artillery is pretty useless. There is only 1 artillery piece per unit and the firing arch is very narrow.


Also i think that they now fall in grater numbers from missile fire.

It appears the missile damage has been raised across the board and armor piercing damage as well. Probably, it is now back to where it was upon RTW 2 release. Alas, historically the period was dominated by machine-gunner slinger hordes ;)

Dunno, where did the CA got the idea missiles had to be boosted again. I had not seen anyone complaining about weak missiles before patch 9, LOL...

CaptainCrunch
02-19-2014, 22:27
... Dunno, where did the CA got the idea missiles had to be boosted again. I had not seen anyone complaining about weak missiles before patch 9, LOL...

Let me venture a guess that it was people in multiplayer crying about not being able to deal with pike spam.

nearchos
02-20-2014, 12:24
Let me venture a guess that it was people in multiplayer crying about not being able to deal with pike spam.
If thats the case then they shouldnt, unless they flank it or hit it from behind, thats the use of the pike phalanx, to present an imbreagnable wall.

nearchos
02-20-2014, 12:28
nearchos, you have to deploy those before the battle. The deployables appear on a separate tab similar to fleets in combined land+navy battles. However, I have to warn you, the deployable wall artillery is pretty useless. There is only 1 artillery piece per unit and the firing arch is very narrow.
Thanks for the advise.



[/QUOTE]It appears the missile damage has been raised across the board and armor piercing damage as well. Probably, it is now back to where it was upon RTW 2 release. Alas, historically the period was dominated by machine-gunner slinger hordes ;)

Dunno, where did the CA got the idea missiles had to be boosted again. I had not seen anyone complaining about weak missiles before patch 9, LOL...[/QUOTE]
Well, the one day i was taking casualties during the battles from missile fire, slingers mostly as the AI continues to employ them in great numbers, the next day, the pike phalanxes were anihilated in a matter of minutes.

Alcibiade
02-23-2014, 18:28
Thanks for the advise.



It appears the missile damage has been raised across the board and armor piercing damage as well. Probably, it is now back to where it was upon RTW 2 release. Alas, historically the period was dominated by machine-gunner slinger hordes ;)

Dunno, where did the CA got the idea missiles had to be boosted again. I had not seen anyone complaining about weak missiles before patch 9, LOL...
[/QUOTE[/QUOTE]]

Yes those OP missile are troublesome. And the deadly-slinger trend too. Now that the efficiency of slingers has been discovered you've got a whole bunch of slingers fanatics who preach on the official forum. My legionnary cohort have found their nemesis : a bunch of farmers with slings. Thx for the historicity.

I'm going back in my cryogenic cabin until patch 20.

Grin
02-23-2014, 20:46
I really don't understand all the complaints about slingers.

I tend to play barbarian factions and even tier 2 units in shield wall/screen can stand under slinger fire until doomsday with minimal causalities. Some of the high end mercs are more dangerous but I can put 3 Celtic Warriors on the field for the same price.

Now javelins... those'll do some damage.

nearchos
02-24-2014, 08:24
Also, there was a post some days ago, about the non responsivenes of units in orders during battle, during weakend i notised that also, that units are given order to attack and they just standing there.
In one of the ocasions, a unit of hoplites have engaged an other hoplite, i order a ubit of pikes to move just behind the enemy and engage and the pikes are just standing without doing anything.
And also they must fix ASAP the problem with the units in phalanx formation, that breaking the formation to attack.
This destroys the game for a player of hellenic factions.
If you have armies with phalanxes of hoplites or pikes as a core, whats the use if when are ordered to engage they break the phalanx formation and if ordered to formation again they stop engaging.
I think this must be a priority for CA.

The Outsider
03-10-2014, 14:21
http://forums.totalwar.com/showthrea...ublic-beta-now
Hi all,

Patch 10 is now available for public beta by opting in through your Steam client.

You can find full patch notes here:
http://wiki.totalwar.com/w/Total_War...I:_Patch_Notes

Patch 10 brings additional AMD Crossfire support, improvements to CPU bottlenecks and a series of battle and general gameplay improvements.

Please consider un-installing all Mods (until confirmed compatible from the mod creator) before playing and you may wish to start a new campaign to see the full effect of all balance changes. It may not just be sufficient to disable mods in some cases, and you may have to completely uninstall them if you're having crash issues.

Patch 10 is Build 10069.512334 - you can opt into it by selecting the Patch 10 Beta option in your Steam client (look under the betas tab).

1) In the Steam Games Library, right-click “Total War: ROME II” and select “Properties”.
2) In the properties window, select the “BETAS” tab.
3) In the “Select the beta you would like to opt into:” drop-down box, select “patch10beta”.

If you experience any issues - PLEASE do not post in this thread but take them over to the Support Forums where you may be properly assisted!

Thank you!

== '''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.

easytarget
03-10-2014, 18:37
Sigh, I see nothing about toning down the AI agent spam.

Slaists
03-10-2014, 20:27
Sigh, I see nothing about toning down the AI agent spam.

To be honest, I spam them too ;) Always at max+ agents. The "+" comes from me converting the AI's agents.

The Outsider
03-10-2014, 21:19
Well unfortunately there is nothing substantial in this "patch". No siege ai fix, no path finding, no campaign improvements no nothing. And supposedly they have been working on it for quite a while now. This only means one thing :more dlc is coming soon. That has been the drill since release, minor patch that's mostly useless, some free eye candy that was already made pre release and soon after dlc. I am seriously getting tired of this charade. No way I am buying the next total War title before I see some proper community reviews. Enough is enough.

CaptainCrunch
03-10-2014, 22:03
Wow, this patch is pretty light considering the length of time it took them to get it into beta. Although I notice a few positives in terms of fixes, I'm actually pretty disappointed that there was no gameplay overhaul to the politics or something. They recently hinted that they were 'working on something that would keep us playing for a long time' (paraphrasing), in the last Rally Point I think, and that they were considering making some changes to the politics system 'in the future' in a recent interview posted somewhere (I know, my fact finding is forensics level :laugh3:).

After CA (Trish) stated that 'they ran into some problems with the update and that's why the long delay', the rumor-mill started with speculation that the update may in fact include a gameplay overhaul of some sort. I never pay attention to crap like that, but considering the time it took and the aforementioned scraps from CA, I'm actually pretty let down that nothing of the sort happened. How will I ever get over this travesty? Disappointment is such an unfamiliar feeling with this game :grin:

easytarget
03-11-2014, 02:46
To be honest, I spam them too ;) Always at max+ agents. The "+" comes from me converting the AI's agents.

haha, why on earth would you do that, i get 50 or a 100 of them running around just by converting them, kill literally 100's more because they annoy me - trouble is it's all a waste of money, and it turns Total War into something else, like a really stupid spy game

when i say it needs a tweak i'm being generous in my description

easytarget
03-11-2014, 03:03
If you are CA and you want to know how you can confirm w/o a shadow of a doubt your game is a failure?

When the org turns on you as well. :thumbsdown:

Sp4
03-11-2014, 03:08
Sigh, I see nothing about toning down the AI agent spam.

Mods.

easytarget
03-11-2014, 03:22
Yes, I know about mods. :yes:

The point for me is, how can anyone at CA honestly say they've played their own game and not have come to the conclusion this needs a tweak? And it would be easily done.

I've a better solution than mods, not play the game for say about 5 more patches. I've fallen back in love with ME2 running SS, so much better than R2 I seriously doubt I'll ever be back, and if they finished EB2 this year I can guarantee you I'll never be back. Time as I've said elsewhere is a much harder commodity to come by than, well, anything. So there will always be stiff competition in the gaming dept for my time, honestly R2 just isn't likely to make it back in.

nearchos
03-11-2014, 08:20
http://forums.totalwar.com/showthrea...ublic-beta-now
Hi all,

Patch 10 is now available for public beta by opting in through your Steam client.



AI armies passing through players armies zone of control nad back? over powered slingers? over powered AI agents? AI 1 settlement factions fielding armies just standing around their settlement? battles over in a few minutes? useless cav archers,( every time ive tried to play with a horse faction, the cav missile units 1. dont cause much damage 2. they are geting killed by the murderous slingers, 3. in a mater of minutes the infantry units of the AI have chase them in all over the map), and many others. Last night an AI army ambushed an army of my own fron the oposite bank of a river!!!! can you believe that???

I dont see any of these in the patch notes and i dont care about the barbarian city wall or the smouthenes of the egyptian coast......

For God sake are they serious? usualy i am playing the total war titles until the release of the next total war tittle ( 2 years average), but now after only 7 months i m geting my self geting dissapointed and boring every night i start my PC.

CaptainCrunch
03-11-2014, 13:44
... Last night an AI army ambushed an army of my own fron the oposite bank of a river!!!! can you believe that??? ...

:laugh4: :brood:~:mecry:

Slaists
03-11-2014, 14:29
haha, why on earth would you do that, i get 50 or a 100 of them running around just by converting them, kill literally 100's more because they annoy me - trouble is it's all a waste of money, and it turns Total War into something else, like a really stupid spy game

when i say it needs a tweak i'm being generous in my description


LOL, somehow, I never run into this problem at the same scale as you. At most I've had about 20 of each agent type and that happened when playing as Seleucids I allowed my Eastern Satraps to rebel (resulting in many factions sending their agents into my territory). In most times: I have just slightly above my max.

The main reasons why I use agents: 1) to counter the AI's agents; 2) to push regions of my allies into rebellions [an authority focused spy + a dignitary work really well]; 3) crowd control (of AI armies) - any successful agent sabotage action will stop an army from reinforcing.

Money is usually not a problem in TW even on legendary difficulty (except at the campaign start, but then, agents are not a big problem either).

easytarget
03-11-2014, 15:16
I wish I had kept my latest CIG game, I'd of posted you a picture from it where 25-30 agents were standing around one settlement. This went on the entire campaign.

Don't waste time explaining to me the strategy of how to deal with this, that's altogether too obvious.

What we're talking about in this thread are bugs and/or game design issues that should have been addressed in patches.

Slaists
03-11-2014, 17:07
Here are the bugs I have found so far:

1. Archer range bonus seems to be bugged: http://forums.totalwar.com/showthread.php/123550-Bug-archer-range-bonuses-not-working-properly-%28patch-10-beta%29

2. Skirmishers run into their attackers; the move towards the attacker seems to be the first move considered as part of the skirmish behavior: http://forums.totalwar.com/showthread.php/123544-Patch-10-beta-skirmish-mode-skirmishers-running-into-attackers

3. One cannot exit ambush stance if an allied (neutral or enemy) army comes within reinforcement range: the stance button is grayed out: http://forums.totalwar.com/showthread.php/122717-Bug-or-feature-cannot-exit-ambush-stance-when-an-ally-s-army-is-close

Barkhorn1x
03-11-2014, 18:46
Is stopped playing months ago. And now I'm close to stopping caring wether there's another patch or not.

Sad summation: Eye cand galore, plays like crap. :no:

Sp4
03-12-2014, 06:57
Is stopped playing months ago. And now I'm close to stopping caring wether there's another patch or not.

Sad summation: Eye cand galore, plays like crap. :no:

Yeah I've kind of arrived at that conclusion 5 patches ago.

Slaists
03-12-2014, 14:11
Yeah I've kind of arrived at that conclusion 5 patches ago.

To be fair to the CA, the campaign has changed a lot since 5 patches ago.

Alcibiade
03-12-2014, 16:31
Is stopped playing months ago. And now I'm close to stopping caring wether there's another patch or not.

Sad summation: Eye cand galore, plays like crap. :no:

Same here, will stay in cryogenic stasis until patch 889 to see if the torches are still here.

fallen851
03-12-2014, 23:55
I stopped playing after patch 3.

Hooahguy
03-13-2014, 03:04
So out of curiosity, why are you still here?

Sp4
03-13-2014, 03:32
Hope! =(

Hope to read something positive? =p

easytarget
03-13-2014, 03:45
So out of curiosity, why are you still here?

This question could be asked of pretty much everyone wasting time in any forum.

Hooahguy
03-13-2014, 04:39
Not really, its not unreasonable to assume that people discussing a game have at least a modicum of interest in playing it. Except to gripe maybe.

easytarget
03-13-2014, 18:43
Think more broadly then, ask yourself if time spent on a forum is terribly productive given the other options you have available to you.

The answer is clearly no, anyone with a modicum of sense knows this, therefore the fact that we all occasionally hang out here for whatever reason is really beside the point and asking anyone in particular why they are here merely highlights the rather amusing fact that none of us should be here at all.

That, in a Waiting for Godot sort of way, makes me laugh.

The Outsider
03-13-2014, 22:20
Well I have to agree that it is not productive to hang out in a forum but I also don't think it should be pointless. I have been coming to these forum for the last ten years. Was it productive? No, but I really enjoyed it. I don't have anyone to talk about total War in real life. But here it somehow feels like home. That's strange really talking to all you guys that I have never met yet I somehow feel related to in some way. I guess that's the whole point of forums.

Sp4
03-13-2014, 23:57
I come here 2 minutes every day to check if the game still sucks. I don't believe I am wasting a lot of my time here.

And now, good night everyone, see you tomorrow.

easytarget
03-14-2014, 02:23
Well I have to agree that it is not productive to hang out in a forum but I also don't think it should be pointless. I have been coming to these forum for the last ten years. Was it productive? No, but I really enjoyed it. I don't have anyone to talk about total War in real life. But here it somehow feels like home. That's strange really talking to all you guys that I have never met yet I somehow feel related to in some way. I guess that's the whole point of forums.

You have in fact grasped my point rather well, there is no point to forums. To put that burden on them is silly.

We're here to kill a bit of time in between whatever else we're doing to talk about what for most us is a bit of a hobby, or at least that's how I view PC Gaming.

I'm just yanking Hoo's chain a bit simply because he placed a burned of participation that sounded a lot like you had to like R2 to be here, which is just absurd. So I thought I'd point that out by suggesting in broader terms there's really no point to being here at all, which is in fact the whole point.

So breath, kick back, enjoy yourselves, it's all good.

Hooahguy
03-14-2014, 05:37
I dont really see it as a waste of time if you enjoy/play/have an interest the game, I think it crosses over into the wasting time area when you dont play the game anymore/have an interest. I for one still come here because Im a mod so I need to make sure you folks arent slitting each other's throats or something.

Myth
03-14-2014, 09:36
If I weren't a mod/cm I'd still come here for hotseats and M2TW discussion. Especially once Stainless Steel 7 comes out. I just don't like the atmosphere in the TWC. Too many kids IMO. And since I'm not the type who will buy every TW title in existence, I like to learn more about the ones I haven't played. I'm still waiting to get a chance to play Napoleon for example.

I came initially because I tried playing Rome 1 like it was Heroes 3, so I got bankrupted and the AI Gauls steamrolled me on VH/VH. I came for advice and in particular, because froggy's guide to Rome 1 came on the first page of Google. I stayed to GIVE advice and to be part of the community, which is great. The patrons here are a lot more mature, most are older than myself (i'm 28). I can, and do learn a lot about history, warfare, politics and whatnot. And I've managed to give back in the form of advice, the hotseat guide, the mini guide to R2 etc. None of these has a relation with me being a mod, so I'd still come back here even if I ever got de-modded.

Myth
03-14-2014, 13:54
Actually, It seems I was ignorant. Apparently full conversion mods will be a reality for Rome II (http://www.twcenter.net/forums/showthread.php?644067-Mod-Summit-2014-Kinjo-s-experience) once campaign map modding is possible.

ReluctantSamurai
03-14-2014, 15:05
I thought this was a very revealing comment:


Not mod related but came up in the topic: CA is aware of how poorly Rome does as an Ai faction and are looking into it.

Ehhh...last time I checked, the game was called ROME II TOTAL WAR, yes? You would think the dominant faction of the era would be wiping the map with everyone....:creep:

Myth
03-14-2014, 17:50
I thought this was a very revealing comment:



Ehhh...last time I checked, the game was called ROME II TOTAL WAR, yes? You would think the dominant faction of the era would be wiping the map with everyone....:creep:

Oh no. That honour belongs to the Adriaei, Rhodos, Lybia and Pergamum.

easytarget
03-14-2014, 20:22
Especially once Stainless Steel 7 comes out.

Really? How did I miss this? Is there a rough ETA?

Slaists
03-14-2014, 21:06
Oh no. That honour belongs to the Adriaei, Rhodos, Lybia and Pergamum.

So true, LOL... I guess, Lybia makes sense given the game realities. Lybia has Carthage's roster (strong sword infantry that autoresolves well), yet much more defensible starting situation. So, they frequently come out on top.

Sp4
03-15-2014, 01:45
I dont really see it as a waste of time if you enjoy/play/have an interest the game, I think it crosses over into the wasting time area when you dont play the game anymore/have an interest. I for one still come here because Im a mod so I need to make sure you folks arent slitting each other's throats or something.

I literally come here to read about updates to the game.

fallen851
03-17-2014, 05:00
So out of curiosity, why are you still here?

With hope that someday the game will live up to expectations... and to where public opinion is. If the latter becomes an opinion heavily against what CA is doing, then the former is more likely.

Myth
03-17-2014, 08:39
I tried playing some patch 10 beta (new campaign) this weekend. I restarted twice, both times I got a freeze bug on the campaign map. Got frustrated and quit.

Sp4
03-17-2014, 12:34
I'm going to actually give it a whirl later. What faction should I play this time? ^^

Myth
03-17-2014, 13:04
I'd advise you to wait for the official roll out of Patch 10. I'd try the new Epirus if i were you, though I personally am hell bent on seeing a Spartan and Roman campaign until the end, since both of these I had completed to about 60-70% but subsequent patches made me delete the saves and restart.

Slaists
03-17-2014, 15:21
I tried playing some patch 10 beta (new campaign) this weekend. I restarted twice, both times I got a freeze bug on the campaign map. Got frustrated and quit.

Are you sure it was a total freeze? I did experience a freeze myself upon updating some agent status at the turn start, but the freeze went away after some 20-30 seconds (I know it's still frustrating). But the bottom line: the freeze was not a total system freeze for me.

On a related note, right after I downloaded the patch 10 beta, I experienced a series of BSOD's (blue screens of death). That really made me feel mad... LOL... Until I noticed, I experienced the same BSOD's when browsing internet. It turned out, even though my video driver was up to date, I was several updates behind for my BIOS and chipset drivers. Once I updated those, BSOD's went away (They were not related to Rome 2, but rather to my BIOS being out of date).

Myth
03-17-2014, 15:46
Are you sure it was a total freeze? I did experience a freeze myself upon updating some agent status at the turn start, but the freeze went away after some 20-30 seconds (I know it's still frustrating). But the bottom line: the freeze was not a total system freeze for me.

On a related note, right after I downloaded the patch 10 beta, I experienced a series of BSOD's (blue screens of death). That really made me feel mad... LOL... Until I noticed, I experienced the same BSOD's when browsing internet. It turned out, even though my video driver was up to date, I was several updates behind for my BIOS and chipset drivers. Once I updated those, BSOD's went away (They were not related to Rome 2, but rather to my BIOS being out of date).

Oh, well the first one was related to an agent yes. My spy who had stayed behind while escorting an army while that army mysteriously retreated from an engagement it did not participate in!

I had a Spartan halfstack sitting ready to go for Larissa next turn, and a single general next to them. The Epirotes, in their infinite wisdom, decide to attack my single general. Perhaps with agent sabotage or through other nefarious means, they isolated that lone general. I braced them into a box foramtion and waited, and waited, but the AI never came to my position (I was on a hill and hidden in forests). I decided I don't want to waste 40 minutes of my life, just staring at the rain falling (it was raining in this battle). I conceded defeat - 0 casualties on either side. Yet the uninvolved main Spartan army also retreated for some reason... As to how my agent was left behind, instead of retreating with the army - that too is a mystery.

The second freeze was after some battle AFAIK. Can't remember what I did, but it annoyed me enough to delete the save and quit the game.

Oh, and the main fight versus Epirus - I shredded their melee and 2 or 3 units of skirmishers. My elite spartan hoplites and royal spartans then got routed and killed by the remaining 5 slinger units while what I would have deemed a simple mop-up of the skirmishers after the enemy pikes and hoplites went down.

In any other TW game I've played, charing heavy infantry at skirmishers after killing the enemy general (Phyrros got surrounded by 4 hoplite units) would insta-rout and win you the fight. Nope. Here the slingers penetrate hoplons and bronze cuirasses and murder royal spartans as if they were levy spearmen.

Slaists
03-17-2014, 16:04
In any other TW game I've played, charing heavy infantry at skirmishers after killing the enemy general (Phyrros got surrounded by 4 hoplite units) would insta-rout and win you the fight. Nope. Here the slingers penetrate hoplons and bronze cuirasses and murder royal spartans as if they were levy spearmen.

the AI seems to get considerable morale bonus on legendary ;)

Myth
03-17-2014, 16:53
Even so, slingers should not be able to shred armoured hoplite units from 20 meters distance, not giving them time to close in before they melt.

Further proof that the whole ranged mechanic is broken: Eprius starts with merc. Africa elephants, right? I focused them with 6 units of slingers. They stood there, 2 elephants dying for the duration of several volleys. And suddenly, after some threshold of hitpoins or what have you was reached, the remaining 10 dropped as if they were headshotted by SEAL team 6 simultaneously.

Slaists
03-17-2014, 17:07
Even so, slingers should not be able to shred armoured hoplite units from 20 meters distance, not giving them time to close in before they melt.

Further proof that the whole ranged mechanic is broken: Eprius starts with merc. Africa elephants, right? I focused them with 6 units of slingers. They stood there, 2 elephants dying for the duration of several volleys. And suddenly, after some threshold of hitpoins or what have you was reached, the remaining 10 dropped as if they were headshotted by SEAL team 6 simultaneously.

Somebody suggested this elephant 'sudden death' is a result of their handlers pressing the "kill elephants" button because they are about to run amock. I don't buy it though. I have seen AI elephants run amock without their handlers killing them. I also have witnessed the sudden death phenomenon and think, this is due to the hitpoints being depleted. A similar thing happens when barraging an armored infantry or cavalry unit with missiles.

BTW, javelins are much more efficient at dropping elephants than slingers. A few salvos result in the "sudden death". Even the cheapest Greek javelins will do.

Sp4
03-17-2014, 18:05
I've always found elephants in this a little underwheling and I dunno why they are even there if they get countered by 2 or 3 of the cheapest, most basic units you can recruit.

Slaists
03-17-2014, 18:17
I've always found elephants in this a little underwheling and I dunno why they are even there if they get countered by 2 or 3 of the cheapest, most basic units you can recruit.

Javelins are a definite counter to elephants in the game; yet, in human hands, elephants can be devastating (against the AI). Armored elephant generals win wars for my Seleucid desert spearmen armies... Sure, I kill most of the AI's missiles (using my slingers and light cav) before I charge elephants in.

BTW, elephants were easily killed with javelins also in Rome 1.

Myth
03-17-2014, 21:59
Javelins have always been the counter. I simply didn't have enough in that particular battle, and I had no pressing need to go into their skirmisher range. Apart from the idiot Phyrros (seriously CA, he was one of the top 10 classical military commanders) charging at my hoplites and letting himself be surrounded 100 meters from his defensive lines, the other part of the army didn't move much. it was a siege assault on a minor settlement.

Sp4
03-18-2014, 08:08
What I am trying to say is that I never used elephants much, nor saw the need to. They die too fast and cost too much, not that cost matters after turn 10. Maybe I just don't like them.

Slaists
03-19-2014, 19:28
One of the reasons for random DOWs: http://forums.totalwar.com/showthread.php/124257-Converting-agents-the-resulting-DOW-not-considered-by-the-AI

In a nutshell: the AI fails to consider the consequences of converting agents.

Vanilla game, no mods, campaign started with patch 10 beta

Sp4
03-19-2014, 23:35
It is kind of stupid, isn't it? I thought agents were meant to be more subtle and less raaaaaawr, army! than.. well.. sending an army. In this though, as soon as an enemy warrior makes funny faces at your rank 9 ladyspy, it's a reason for all out Total War™

Nelson
03-20-2014, 13:06
It isn't like the game never weighs relative power by at least one means or another so that much work is already done. Since the game already computes that red and yellow bar in the diplomacy window, one would think that it would be easy enough for the AI to consider this value before undertaking any actions at all. The fix sounds easy enough to me.

Myth
03-20-2014, 13:50
Imo they should craft a few archetypal AI leader personalities and just randomize them when the FL changes. Currently, everyone is basically a rabid psychopath who will sacrifice his cities and armies just to piss the player off. While it's better than the completely passive, sheep-brained AI of 1.0, it doesn't help with immersion and roleplaying, or with the usefulness of diplomacy.

The Venetii should think long and hard about raiding northern Italy when Rome can march up and completely CRUSH them with 1/2 of their armies. One-settlement minors should a lot more meek when faced with a huge, lumbering behemoth next door, and only grow a spine if said behemoth is actively preoccupied on multiple fronts. Note that this is different from being engaged in multiple artificial wars with factions incapable or projecting power to said behemoth's territories.

"Rome is at war with 5 factions in Asia Minor and 2 satrapies of Carthage who have 1 settlement each. Come on Helvetii, it's our tie to shine! Oh crap, where did these legions come from!?"

Also this:


https://www.youtube.com/watch?v=n0zVIjtKJ1k

Slaists
03-20-2014, 15:40
Imo they should craft a few archetypal AI leader personalities and just randomize them when the FL changes. Currently, everyone is basically a rabid psychopath who will sacrifice his cities and armies just to piss the player off. While it's better than the completely passive, sheep-brained AI of 1.0, it doesn't help with immersion and roleplaying, or with the usefulness of diplomacy.

The Venetii should think long and hard about raiding northern Italy when Rome can march up and completely CRUSH them with 1/2 of their armies. One-settlement minors should a lot more meek when faced with a huge, lumbering behemoth next door, and only grow a spine if said behemoth is actively preoccupied on multiple fronts. Note that this is different from being engaged in multiple artificial wars with factions incapable or projecting power to said behemoth's territories.

"Rome is at war with 5 factions in Asia Minor and 2 satrapies of Carthage who have 1 settlement each. Come on Helvetii, it's our tie to shine! Oh crap, where did these legions come from!?"

Also this:


https://www.youtube.com/watch?v=n0zVIjtKJ1k


LOL, that Behemoth becomes capable only in human hands... I guess, the AI should account for that too ;)

ReluctantSamurai
03-20-2014, 19:10
LMAO!! :bounce: Hot Pepper Games....reminds me of some bets I've taken in my time concerning the consumption of hot peppers..........~D

Diplomacy has been a broken feature since STW I, why would any of you expect it to get fixed more than a decade later?

:creep:

The Outsider
03-20-2014, 21:42
patch 10 live:

http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_10


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.

The Outsider
03-20-2014, 22:04
12527

12528


12529

12530

Kamakazi
03-25-2014, 00:37
so where did force march go? im rather missing it

Sp4
03-25-2014, 11:45
They couldn't fix it, so they got rid of it =)

Slaists
03-25-2014, 14:07
so where did force march go? im rather missing it

Huh? I was playing with forced march last night.

Myth
03-25-2014, 14:57
They couldn't fix it, so they got rid of it =)

There wasn't anything broken with it IIRC

Sp4
03-25-2014, 15:37
There wasn't anything broken with it IIRC

Why is it gone?

Slaists
03-25-2014, 15:55
Why is it gone?
Sp4, what are you guys talking about? Forced march was in vanilla game still yesterday.

The Outsider
03-25-2014, 16:14
I am not sure what you guys are talking about, I started to doubt my sanity after seeing your posts, :laugh4: So I re-tried the game with patch ten and forced march is still there:

12572

CaptainCrunch
03-26-2014, 13:51
Yes, forced march is still there. Yes, the AI still doesn't know how to use it.

Slaists
03-26-2014, 14:26
Yes, forced march is still there. Yes, the AI still doesn't know how to use it.

As long as your troops are visible, the AI does a pretty good job of stopping right outside the range of your armies. If your troops are hidden (ambush stance deployed anywhere, even in plain sight on a road), that's a whole different matter. Then, the AI can stop right next to you.

CaptainCrunch
03-26-2014, 15:31
As long as your troops are visible, the AI does a pretty good job of stopping right outside the range of your armies. If your troops are hidden (ambush stance deployed anywhere, even in plain sight on a road), that's a whole different matter. Then, the AI can stop right next to you.

Slaists, what game is this? I've only found this to be true for naval movements. On land I routinely have AI invasion forces coming onto my territory in FM and maintaining that stance until I obliterate them. They even use FM to come right up to settlements that I have armies in.

In other news, I posted the patch notes to the Wonders and Seasons patch in the HatG thread and there are AI changes!

Myth
03-26-2014, 15:46
Slaists, what game is this? I've only found this to be true for naval movements. On land I routinely have AI invasion forces coming onto my territory in FM and maintaining that stance until I obliterate them. They even use FM to come right up to settlements that I have armies in.

In other news, I posted the patch notes to the Wonders and Seasons patch in the HatG thread and there are AI changes!

They definitely do what Slaists says in Legendary.

CaptainCrunch
03-26-2014, 18:02
They definitely do what Slaists says in Legendary.

Hmm... haven't played on legendary since patch 4 or 5, and since DEI is balanced for normal I haven't played anything other than that for months. However, as far as I know the game's difficulty has never actually affected tactical decisions by the AI (I wish it did). Then again, from everything I've seen and read about this release from the day it dropped it's become evident to me that the game behaves differently on different machines. For example, the survivability of the historically powerful factions like Rome, Carthage, etc differs from machine to machine pretty significantly in some cases.

*Wanna give everyone a heads up on the new patch- There seems to be a bug in the new mod manager that will appcrash the launcher after the update. You might even get the game to launch once, but after you accept the EULA for Twitch, it'll kick you back out and the launcher will crash. I finally got around this by unsubscribing from all my mods and then manually removing any remnants from my data folder. Hope they hotfix this ASAP as I simply can't play the vanilla game.

Fought a couple of battles in the snow though and it was pretty cool. Running speed really reduced.

Slaists
03-26-2014, 18:32
Slaists, what game is this? I've only found this to be true for naval movements. On land I routinely have AI invasion forces coming onto my territory in FM and maintaining that stance until I obliterate them. They even use FM to come right up to settlements that I have armies in.

In other news, I posted the patch notes to the Wonders and Seasons patch in the HatG thread and there are AI changes!

I have no mods, just vanilla game, very hard or legendary difficulty. What I described was happening in patch 10 version of the game. But I have seen the same behavior since patch 7 or so. Before that, the AI was much more careless about FM. Now, the AI does occasionally stumble into the range of my unhidden armies, but that happens rarely. In those instances, typically there is some "third" factor that throws the AI off: another hostile faction's army, for example.

On the downside, the AI unfortunately does not see city garrisons as a threat. They do not mind parking armies in FM stance right next to empty cities. Of course, this allows me to pop out a general, hire some mercs (if needed) and drag the city garrison in as reinforcements (in an ambush battle).

I have also come to suspect that the AI is not as "all seeing" as we assumed it was. If my army is deep inside my territory and away from trade routes, the AI does on occasion run their FM armies into trouble.

As to the new patch: the move point reduction for armies on the high seas is very noticeable. Need to change my starting strategies ;)

Slaists
03-27-2014, 06:34
On my part: after a few (too many) hours of late-night play: I am pleased. Of course, jumped in with Carthage on VH.

Relations map at start, 272:

http://cloud-3.steampowered.com/ugc/3299192185945737721/7D4C3176F7B55A26CB449F050AF98EF940E031BA/

Within the first few turns, Syracuse, Edetani, Celtici, Garamantia, Morocco, Rome, and some other desert tribe declared war. Keeping allies and client states alive was quite a challenge.

So, here's relations map in some 20 or so turns, Punic war in full swing:

http://cloud-4.steampowered.com/ugc/3299192185945736841/AED6C6082BEBCDC0FA83E17BFB557566868E53F3/

Seems like not much but it took some doing. At some point, Carthage itself was in danger (garrison led by a single general, besieged by a full stack). For one, the AI no longer blindly storms into your walled settlements. At times, they just decide to lay siege and starve your garrison out; very different from patch 10 (and before). Given the stretched out position of Carthage and money problems of Barcids (barely any trade) this can result in scary situations as Carthage is not always able to send reinforcing armies in time.

The fixed replenishing pool of faction mercenaries (and the extra replenishing mercenary slots in terms of the 5 new units) is a lifesaver for Carthage though: now, can recruit crucial troops in crisis situations. Thumbs up for that. This definitely gives extra flavor to playing as Carthage.

Kamakazi
03-28-2014, 00:05
stated up 2 different games one with nervii and one with Egypt and no force march =/

Slaists
03-30-2014, 17:39
stated up 2 different games one with nervii and one with Egypt and no force march =/

Are you using mods? I am playing a Carthage vanilla game and can use forced march. The AI uses it too. Maybe some mod takes FM ability away.

nearchos
03-31-2014, 10:12
The FM is definately there, but i think they have limited the distances the armies can move in both FM and normal.

Slaists
03-31-2014, 15:48
The FM is definately there, but i think they have limited the distances the armies can move in both FM and normal.

I believe, the move point nerf applied to armies traveling by sea. Should not have affected armies on land.

On a side note: an undocumented feature of patch 11 seems significantly increased life expectancy for agents and generals. Now, my generals and agents tend to reach 70-80 years of age rather than die off in their 50s.

Sp4
04-01-2014, 12:22
Are you using mods? I am playing a Carthage vanilla game and can use forced march. The AI uses it too. Maybe some mod takes FM ability away.

DeI does, some so called hard core mods do. There are also the multiple tpy mods that take it away because the game needs to be slowed down >_>

CaptainCrunch
04-14-2014, 18:42
Patch 12 beta released. Notes spoilered;


Technical and performance improvements:

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).


Campaign

Reduced lag during AI turns in Multiplayer Campaign mode.


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.



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).
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

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 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.


Assembly Kit

Fixed an Assembly Kit bug which removed Campaign victory conditions from Campaign mods.

Still working that siege AI. Hope something positive comes from it.

easytarget
04-18-2014, 00:53
Anyone know what the latest patch to a patch did? Btw, if you're running beta 12 you got an update today. haha

Not like I consider CA terribly mod friendly any more, certainly not in comparison to pre-warscape, but I got to say, releasing a product in the state R2 did and then patching it a dozen times has to be on the very last nerve of anyone valiant enough to mod this thing.

Slaists
04-18-2014, 13:27
I suppose the biggest one is this:

Newly formed armies now start with no action points and are unable to switch to the forced march stance until the following turn.

It used to be quite easy to pop-out 4 elephant general armies in a backwater town that just got a visit from a far-away AI army in forced march stance. Invasion repelled... No longer possible, it seems ;)

easytarget
04-18-2014, 19:58
I guess I'll go on waiting for them to fix agent spam. Until then I've shelved this one. I've just got better things to play frankly, namely ME2.

Slaists
04-21-2014, 13:49
I guess I'll go on waiting for them to fix agent spam. Until then I've shelved this one. I've just got better things to play frankly, namely ME2.

I am playing as Lusitani now: a VH campaign started with patch 12 beta. I have expanded all over Iberia, Gaul, North-Western Africa; about to roll into Italy. I have yet to encounter the agent spam. I think since the start of the campaign (now it's turn 100), I have been successfully hit by the AI maybe three times. That's hardly an agent spam.

easytarget
04-21-2014, 16:29
Lucky you, last two campaigns I ran in CIG and HaTG I ran into never ending waves of them. Until I see it as a line item in the patch notes this one is tabled far as I'm concerned.

Slaists
04-21-2014, 19:18
Lucky you, last two campaigns I ran in CIG and HaTG I ran into never ending waves of them. Until I see it as a line item in the patch notes this one is tabled far as I'm concerned.

I suppose the way I play has something to do with lack of agent spam as well. I rarely have more than 1 close-buy enemy faction (the one that I am actively fighting). Remote enemies rarely bother sending their agents to my lands since there are plenty of allies of mine available before those agents find their way into my territories. I also use ambush stance whenever I can (as in, I advance my armies in ambush stance even if I leave them on the roads). Agents rarely bother armies in ambush stance.

easytarget
04-22-2014, 00:45
This agent spam was coming from all over the map, have you played CIG? The campaign starts at near RD and then relations only get worse over time. The stacks and the agent spam come from everywhere. I had 50 flipped agents, another at least 50 I killed. This was outside of one province.

And stance has little to do with this, I never have issues with agents seriously impeding my armies, I take all the flipped agents along for the ride to flip some more or kill'em off when I get tired of them.

The volume is the issue, and one that could be easily corrected, just set a cap per AI.

CA response: mod it
My response: Adults recognize and acknowledge mistakes - and the first and biggest one made by CA was failing to do a beta and uncovering all the game play issues

Slaists
04-22-2014, 14:03
This agent spam was coming from all over the map, have you played CIG? The campaign starts at near RD and then relations only get worse over time. The stacks and the agent spam come from everywhere. I had 50 flipped agents, another at least 50 I killed. This was outside of one province.

And stance has little to do with this, I never have issues with agents seriously impeding my armies, I take all the flipped agents along for the ride to flip some more or kill'em off when I get tired of them.

The volume is the issue, and one that could be easily corrected, just set a cap per AI.

CA response: mod it
My response: Adults recognize and acknowledge mistakes - and the first and biggest one made by CA was failing to do a beta and uncovering all the game play issues

I suppose it's not a cap per AI but rather a cap of how many AI's can throw their agents at you on the same turn. In CIG you are likely to have many AI enemies each of whom have their own fill/cap of agents. Having said that, no, I have not played CiG (not interested in the setting), but have played HaTG: did not experience the spam problem there.

CaptainCrunch
04-24-2014, 21:02
... My response: Adults recognize and acknowledge mistakes ...

Easy you and I think alike in many regards, but 'adults' the world over can't get their heads around that one, so it's no surprise to me that CA can't either. Personally I just can't stand waiting for lame people to do the responsible thing when I know it's highly unlikely, so I take matters into my own hands whenever possible. In this case it's mods to get a better game experience. Believe me, I don't think this is an ideal situation and certainly don't think that it's something paying customers should feel they have to do in order to makeup for how poorly the entire game was executed... but to me this entire fiasco revealed CA to be largely incompetent. They simply can't fix this game, it's beyond their capability. Any improvements they happen to make to the game at this point I'll put down to pure happenstance.

Slaists, out of curiosity do you run any mods normally? I can't even remember what vanilla R2 was like, I gave up on that mess by the 2nd patch.

Slaists
04-25-2014, 18:15
Slaists, out of curiosity do you run any mods normally? I can't even remember what vanilla R2 was like, I gave up on that mess by the 2nd patch.

Nope, I do not run any mods with RTW 2: plain vanilla game, which has improved a lot with the latest patches (compared to patch 2: it's a different game now).

The only time I use mods in TW game is when a major team-effort project rolls out that adds substantially to the gaming experience. Examples would be: Rome Total Realism and Europa Barbarorum for Rome 1, Stainless Steel and Broken Crescent mods for MTW 2, Imperial Splendor (sorry, Darth) for Empire Total War, etc. Such in-depth mods usually take very long time to develop [took several years for EB I] and it's too early for such to appear for RTW 2.

I generally do not touch singe modder mods just because I feel those are not sufficiently tested. A slight preferable change on one end of the game, can introduce undesirable ripple effects on another, etc. On top of that, I best enjoy TW campaigns when I play against another player (MPC head-to-head mode). Balancing various mods across both players can get troublesome. Easier to stick with the vanilla version of the game.

CaptainCrunch
04-25-2014, 20:57
...The only time I use mods in TW game is when a major team-effort project rolls out that adds substantially to the gaming experience...

I recommend you give DEI a try after they release v.90. It's a pretty significant (and complex) mod, there's quite a lot on offer in terms of game improvements. I run my own mod along with it that tailors a few things more towards my personal preferences, but those guys have done a pretty remarkable job so far. You should definitely experience it, I think you'd dig it.

AussieGiant
04-28-2014, 12:26
Hi guys,

Over the past few patches (9+) I've now got this animation stuttering. The FPS are fine but the battles just stutter constantly on all settings and all sizes of battles.

Do you guys have a heads up on the status of this problem?

Myth
04-28-2014, 13:28
Hi guys,

Over the past few patches (9+) I've now got this animation stuttering. The FPS are fine but the battles just stutter constantly on all settings and all sizes of battles.

Do you guys have a heads up on the status of this problem?

9 patches is too long a time for a bug or incompatibility to persist in the game. What are your system specs? My guess:

#1: Not enough system resources
#2: Unsupported graphics card
#3: Outdated graphics card drivers
#4: Outdated system drivers (BIOS, motherboard, Windows update)

Slaists
04-28-2014, 14:12
Hi guys,

Over the past few patches (9+) I've now got this animation stuttering. The FPS are fine but the battles just stutter constantly on all settings and all sizes of battles.

Do you guys have a heads up on the status of this problem?

Check your RAM usage with RTW 2 on and without it (there is a windows gadget that you can enable on your desktop that continuously monitors usage). It could be that something other than RTW 2 is clogging up your RAM and/or CPU. Other than that: Myth gave you a good checklist.

In my case, I was experiencing frequent BSOD's. It turned out that even though my video drivers were up to date, my BIOS was 10 versions behind... (face-palm). No more BSOD's after BIOS was brought up to date.

BTW, related to that RAM usage: RTW 2 tends to have leaky memory. This means, it leaves junk data in your RAM after every time you play the game (and exit it). In due time, this can clog up the RAM considerably. The easiest solution for that: a reboot.

AussieGiant
04-28-2014, 17:00
Hi there Myth, Slaists,

Thanks for the quick response. I have a GTX 690, i7 960 overclocked, 12 GB Ram and the Nvidia 335.23 driver version. I'm running Windows 7 Ultimate. It's an old gaming machine and is still pretty relevant.

I didn't have the issue prior to the last few patches so it seems to be a new issue.

I'll check how much resources I'm using when I play next.

Any other ideas as I think I'm well inside the machine specs for the game. I'm using medium settings from the Gforce Experience software so I'm not running any where near max settings?

Myth
04-29-2014, 08:47
The overclocking might be the culprit here.

CaptainCrunch
04-29-2014, 11:59
The overclocking might be the culprit here.

I agree with Myth. Don't know how long you've run your CPU at overclocked cycles, but what may have been stable in the past is often no longer the case as a processor gets older. Have you checked your temps while the game is running? Easiest thing to do is just run it at regular speed and see what happens. Otherwise your machine is capable of running it fairly well I'd imagine, mine is a straight up bucket of bolts in comparison and it runs the game obscenely well in most cases for what it is.

AussieGiant
04-29-2014, 17:45
Hi there fellas. The machines is from MainGear. https://www.maingear.com/

It's been overclocked since I bought it 4 years ago and the machine has been running the game fine since it came out last year and most of the first quarter of this year. It's only been in the last month or so where I've started to see this issue. A quick search indicates it's a known issue but I wasn't certain if any of you guy's had the issue before and therefore knew of a specific fix. I can't seem to find anything specific only.

Trouble shooting is always a pain :-)

Thanks for the helps guys!

CaptainCrunch
05-07-2014, 13:14
Has anyone had their settlements attacked by enemy spies at sea before? Nasty little bug, I came across it for the first time since launch in a recent campaign. Was gonna post pics but why bother, it's pretty straight forward. I run mods so I'd like to know if any vanilla players have experienced this sheeeeiii...

easytarget
05-07-2014, 19:42
Yes, I had this happen repeatedly in a coastal town in CIG.

CaptainCrunch
05-08-2014, 11:04
Yes, I had this happen repeatedly in a coastal town in CIG.

Aww hell... Lemme tell ya, CA will hear about this!

:laugh3:

easytarget
05-08-2014, 13:12
Yeah, one for me falls under the heading of something I've posted nearly a dozen posts on at the main forum: agent spam.

There are simply way too many allowed to the AI and as a result I had 50 or more of them running around in my game, it's not that I can't deal with them, it's the fact that they made agent actions cost money that's broken. Either set a limit like Shogun 2 which didn't have this problem, or make the action not cost anything, but the Rome 2 design is as wrong headed as you can make agents in a TW game.

So far CA at 12 patches has kept their head on this issue firmly up their bum, and as a result I've stopped playing R2 entirely. If they can't be bothered to fix it after being told repeatedly for 6 months about it, I can't be bothered to play the game. So I've just gone back to other CA works where they obviously cared about their work product more than they do today.

FYI, in order to stop that agent spam on the coast I had to take out the cities they were flowing out of since there was no direct way to flip or kill them as they were hanging out on the coast line where no action could be taken against them.

Jarmam
05-08-2014, 16:10
Yeah, one for me falls under the heading of something I've posted nearly a dozen posts on at the main forum: agent spam.

There are simply way too many allowed to the AI and as a result I had 50 or more of them running around in my game, it's not that I can't deal with them, it's the fact that they made agent actions cost money that's broken. Either set a limit like Shogun 2 which didn't have this problem, or make the action not cost anything, but the Rome 2 design is as wrong headed as you can make agents in a TW game.

So far CA at 12 patches has kept their head on this issue firmly up their bum, and as a result I've stopped playing R2 entirely. If they can't be bothered to fix it after being told repeatedly for 6 months about it, I can't be bothered to play the game. So I've just gone back to other CA works where they obviously cared about their work product more than they do today.

FYI, in order to stop that agent spam on the coast I had to take out the cities they were flowing out of since there was no direct way to flip or kill them as they were hanging out on the coast line where no action could be taken against them.

A way to get around this problem is to use a Steam mod that deals with it. There are a few available - some limit the AI's "allocated funds to agents per turn", and some remove them altogether. Neither is necessarily optimal, but it can address the issue in a pinch.

Because this is an issue. I get that revolts by faction-rebels should mean something, and I am even ok with a single town-faction being able to field 2 stacks of units in 5 turns or less. But by far the most annoying thing is the fact that they can *also* field 2-3 agents that constantly get respawned. This is unbearable in a Seleucid campaign, where the entire eastern alliance-block of 6-8 factions will inevitably join up to stomp on you. Send your stacks of units all day, but the *swarm* of agents this produces is beyond frustrating. I'm getting used to not relying on having a general in any large defensive fight ever, since he is inevitably wounded or killed pre-battle. Every time. All game long. Only counter is to field him with 1 of each agent type - but then who's gonna resist the onslaught of sappers? I've already repurposed the aristocrats from tax-boosters to assassins solely because of this issue.

Yawn.

CaptainCrunch
05-08-2014, 16:29
...FYI, in order to stop that agent spam on the coast I had to take out the cities they were flowing out of since there was no direct way to flip or kill them as they were hanging out on the coast line where no action could be taken against them.

Yeah, normally that would be my approach... but since it was a Roman spy in this instance what I've done instead is put agents in play to buff the city's security until I get them to sue for peace. Not that it works all that well... AI agents can still pull off successful missions even when the odds are only 30-40%! Little fakers. I agree with you, the system is annoying.

I often try and help Rome in my campaigns so they can expand and become powerful 'til at least mid-game. Then it's party time... salting of the earth style :grin:

Hooahguy
05-08-2014, 16:46
Patch 12 went live today.

Slaists
05-08-2014, 20:48
Not sure I am happy about the ammo nerf they implemented. I think, horse-archer nations should have the old tech bonuses (+50%) not the reduced one. Otherwise, horse archer armies become kind of useless as they run out of ammo quickly.

CaptainCrunch
05-08-2014, 21:35
I'm not gonna update to this patch for a minute, does anyone know of a guaranteed way to stop Steam from updating other than starting in 'offline mode'? I know for a fact that disabling auto updates through the game properties often doesn't do it. Not to mention that now that option is locked on my Steam console for some damn reason.

Myth
05-08-2014, 21:41
They finally fixed the bug with temples of war not granting multiple stacking bonuses. Now you can finally do what I said in my guide and train super soldiers! Especially as Rome or Sparta. Rome can get legionaries with 5 chevrons out right off the bat. The maximum for Rome appears to be:

+ 1 from the faction bonus
+ 2 from Major temple
+ 3 from 3 minor temples
+ 3 from Armidoctor

So 9 chevrons for fresh legionnaire recruits for Rome. And the bonus morale will be sickening.

Jarmam
05-08-2014, 21:45
"Raiding will no longer cause negative happiness."

...

wat...?

I would understand if they tuned the public order penalty to the size of the raiding force (ie -1 per unit, instead of -20 per army). Removing it is mindboggling. Does it mean... I can raid... my own provinces? To reduce the upkeep of my army?

wat?

al Roumi
05-09-2014, 11:33
I'm not gonna update to this patch for a minute, does anyone know of a guaranteed way to stop Steam from updating other than starting in 'offline mode'? I know for a fact that disabling auto updates through the game properties often doesn't do it. Not to mention that now that option is locked on my Steam console for some damn reason.

Nope. As far as i know even disabling the auto-updates prevents you playing the game once steam knows it needs a patch. Along with the fairly regular patching (and it's effects on current campaigns), this has actually discouraged me from consistently playing R2 - particularly as I was living somewhere with terrible interweb.

Ars Moriendi
05-09-2014, 19:24
I'm not gonna update to this patch for a minute, does anyone know of a guaranteed way to stop Steam from updating other than starting in 'offline mode'?

Block Steam in firewall. It's the only guaranteed way to stop the updates (I had the same problem a few months back).

Hooahguy
07-22-2014, 16:08
Patch 14 beta is now live!

Supposedly has a ton of siege AI improvements, and Im pretty excited to see these changes in game!

Patch notes (http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_14)

Technical and performance improvements:


Battle


-Unit ‘stuttering’ in battle has been improved.
-Improved reflections in rivers on the battlefield.
-Ship reflections now appear correctly in battles.
-Fixed a crash in large scale multiplayer battles containing over 14,000 combined soldiers in total.
-Fix for a crash which occurred when selecting reinforcements on the minimap during battle replays.


Campaign


-Reduced the game's memory usage in Campaign modes, and when saving Campaign games.
-Fixed a rare crash which happened when placing the mouse over a building in the construction queue.
-Rare Campaign crash fixed, which triggered shortly after battle results were displayed.
-Fixed a crash which occurred after an un-walled port assault in Hannibal at the Gates campaign.
-Fixed a very rare texture crash when moving the camera around the campaign map.
-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.


Battle AI improvements:


-Significant improvements to attacking siege AI’s use of siege engines, allowing them to better co-ordinate assaults through breaches and gates while also reusing previously docked siege vehicles.
-Improved AI's ability to re-start siege assault tactics after responding to units sallying out of a settlement in a siege battle.
-Fixed an issue in the attacking siege AI which could cause individual units or small groups of units to split off from the main force and attempt to burn the city gates elsewhere.
-Improved the Battle AI's usage of artillery to breach walls in siege battles.
-Made a range of improvements to battle AI pathfinding in settlement battles.
-Fixed an issue in a specific Egyptian city map variant which caused the AI to ignore siege equipment and always opt to burn down the gates.
-Fixed a bug in the deployment system which could cause the attacking siege AI to deploy far away from the city, sometimes facing the wrong direction.
-Fixed a bug which sometimes prevented the attacking siege AI from recognising existing wall breaches from previous battles in the same campaign turn.
-Introduced evasive manoeuvres in defending siege AI for units defending walls which are under enemy bombardment and are likely to collapse.
-Fixed an issue in the attacking siege AI where AI units would sometimes be assigned incorrectly to siege vehicles, or multiple AI units would be assigned to the same siege vehicle.
-Improvements made to the Battle AI's evaluation of task priority in settlement battles, enabling it to better direct attacks against higher concentrations of enemy units, as well as co-ordinate more effectively with reinforcements.
-Fixed a bug in siege battles when the player was defending, which caused ally AI armies to become idle in certain situations.
-Improved AI's wall targeting in siege battles, to prevent it from attempting to dock two siege towers on the same wall segment, for example.
-Enabled the Battle AI to better co-ordinate attacks in settlements through multiple breaches, gates or streets simultaneously.
-Fixed a rare crash bug which occurred when an AI general's bodyguard unit is completely killed while the rest of the army is entering the breaches in a siege battle.
-Introduced better co-ordinated attacks from multiple directions in minor settlements as well as some fortified settlements.
-When a unit under Battle AI control is changing formation, due to being attacked on multiple fronts, it will now take more consideration of its facing, to avoid presenting the enemies its back or flanks.
-Fixed issues where AI's naval reinforcement units became unresponsive after splitting up into multiple groups upon disembarking.
-Battle AI will now use melee units in addition to missile units to defend settlement walls when useful.
-Fixed issues with battle AI's sally out behaviours in settlement battles.
-When defending a settlement against bombardment from naval artillery, battle AI is better able to attempt to avoid casualties.
-Improved AI deployment logic for several settlement maps.
-Occasionally units given move orders on the battlefield would remain stationary for a while before moving. This has now been reduced.
-Fixed an issue which sometimes allowed the attacking siege AI to command their siege towers into settlements.
-Fixed issues in the attacking siege AI in naval siege battles, which caused some disembarked units to go idle.
-Battle AI is now more likely to pick up siege equipment, when it's been dropped by other units being killed.
-Fixed a bug where the Battle AI was incorrectly determining whether it had sent a unit to pick up a piece of siege equipment.
-Fixed a battle AI issue in which it would move to capture courtyards with victory points but fail to actually take the capture points due to its placement of units within the courtyard.
-Battle AI made more aggressive when attacking unfortified settlements to avoid losing due to timeout.


Campaign AI improvements


-Campaign AI is now more likely to defend settlements instead of running away. This should lead to bigger and more frequent battles.
-Improved Campaign AI siege behaviour - Campaign AI now tends to maintain sieges longer and construct more siege equipment against major settlements when besieging.
-Improved Campaign AI building repair behaviour.




General battle improvements


-Units on the battlefield now blend / fade out when they get very close to the camera, to avoid clipping / seeing into the unit models.
-Improved siege vehicle docking, to reduce the chance of ladders rotating back and forth indefinitely, when attempting to dock against a walls in siege battles.
-Battle replays now save and replay the weather as it was in the battle being recorded.
-Fix for capture points sometimes being connected to the wrong buildings in some battles with multiple capture points.
-Improved the combat behaviour of flanking enemies while attacking in formation, so the units are more concerned with attacking the flank of the enemy unit, rather than drifting to the front of the enemy, and potentially nullifying the flanking attack.
-Units can now fire at animal handlers once they've released the dogs.
-When the player selects multiple siege vehicles and attempts to dock them on a wall, only one will be given the order. The player must now manually order siege vehicles to dock on a settlement wall.
-Battering rams will no longer cause collision when they are destroyed.
-Units now more effectively pick up battering rams that have been dropped while they were attacking gates.
-Improved how units move through wall breaches:
-Individual men will not attempt to walk through solid fort walls as their unit passes through a breach.
-Fixed cases where units ordered into settlements via a breach would not move.
-Siege vehicles are less likely to get stuck on small buildings and rocks outside of a settlement, becoming inactive.
-Reduced units from climbing siege ladders in single file, up one side of the ladder.
-Fix for units ignoring docked siege towers in favour of ladders and captured gates where the siege tower offered a more appropriate route.
-Attackers can no longer see defenders in multiplayer land/naval battles during the deployment phase.
-Fixed a bug where units in defensive stance were not reacting correctly when attacked in melee and therefore not performing as well as expected.
-Increased cost of Indian Armoured Elephants.
-Cavalry will no longer be able to push through enemy units without experiencing losses.
-Balkan General units will now have the expected melee attack value in battle.
-Units will no longer continue to target and attack an enemy unit if they lose visibility of it.
-Improved pathfinding for large attacking AI armies in unfortified settlement battles, so the army does not become idle when attempting to reform.
-Adjustments to morale mechanics to limit certain defender exploits.
-Units will now look further for targets when on walls, to increase melee engagement.
-Capture points have been removed from custom coastal battles.
-Stopped AI controlled units getting stuck and spinning in one spot after disembarking in the medium Alexandria battle map.
-Fixed a Greek minor port map, to prevent ships from going through the shore when disembarking.


General Campaign improvements


-Fixed a bug that made Vigiles units disappear from garrisons in Campaign modes.
-Fixed an issue with undestroyed transported armies were being destroyed on the campaign, if their transporting army was destroyed in battle.
-Faction’s fame levels can go up and down, but you could never return to fame level 0. This has been fixed.
-Fixed an issue where in some situations, after sacking a settlement, the game would re-issue an order to sack the settlement again.
-Grand Campaign map snow now appears correctly on settlements in the North East of the map.
-Added some missing localised audio to the start of the fly camera fly over at the beginning of the Hannibal at the Gates Campaign, when playing as the Arevaci faction.
-Campaign AI will no longer pick galleries siege equipment.
-The Duty Calls event in the prologue campaign will now trigger correctly, preventing a progression blocker.
-Thracian Warriors added to Odrysian Kingdom garrisons.
-Upgrading certain buildings will no longer remove units from available recruits pool.
-Objectives requiring specific buildings will now trigger correctly after the building is constructed.
-Edicts will no longer remain active in provinces that are shared with a client state if the faction stops being your client.
-Resynchronisation has been sped up in Multiplayer Campaign mode.
-A congratulatory message in the Grand Campaign, which incorrectly triggered when winning a battle by ambushing and AI, instead of successfully defending against an ambush has been fixed.
-Swapped the bonuses for the "Votive Offering" and "Feast" barbarian festival campaign events.




Usability Improvements


Battle


-Siege vehicles will now correctly line up with bastions when docking.
-When a player commands a group of units to enter an enemy settlement with multiple ladders docked, the units are less likely to all focus on climbing the same ladder.
-Units will no longer clip through / walk under the terrain near a gate in a Barbarian City map variation.
-Fix for un-reachable bastions in Barbarian city maps.
-Fixed a gap under a gate in the Carthage (large) battle map.
-A map where ships would sail across the land while attempting to disembark has been fixed.
-Improved deployment zones and collision placement in several battle map variations.
-Fixed a floating river in Eildon battle map.
-Improved collision around battlefield town tiles, to make units navigate around them more effectively.
-Tooltips will now show up when placing the mouse over barbarian ports on the battlefield.


Campaign


-A progression blocker has been fixed in Multiplayer Campaign mode, when pressing "end turn" at the exact same time as the turn timer reaches 0:00.
-"Ally under attack" interface in Campaign modes is now clearer when both attacker and defender are the players allies.
-UI fix for when an AI unit attacks the players faction, the retreated during a Campaign end turn sequence, which caused the auto resolve window to pop up and close immediately.
-When the campaign tactical map is opened at the same time as pressing the end turn button, the campaign camera will no longer get locked in place / be un-movable when the turn ends.
-Solved an issue that caused false desyncs after a resync had been performed in multiplayer.
-Fixed an overlapping tooltip text when hovering over an enemy agent on the Campaign map.




General


-A New system has been put in place to handle when a player disconnects from a multiplayer game. Instead of causing a draw, this judges which player is in a better position upon connection loss. Draws are now much rarer and more representative of the battle conditions.
-Sound settings changes in the options menu, now take effect when saved, without the player having to re-open the sound options menu.
-Fixed Quick Battle disconnections which occurred when entering the lobby.
-Fixed a crash caused by Steam not running.

hoom
07-24-2014, 08:40
Definitely siege improvements.
Its not a match for a person but much more of a threat than it was.

Plus stuff like when you grab a bunch of units & tell them to get up ladders they actually split properly between the ladders!

Slaists
07-24-2014, 15:29
Have not had a serious siege defense yet, but on the campaign side, it seems, the AI will hand it to me through attrition (Junia, legendary, started with patch 14.0): my allies (Illyria, Syracuse, Athens, Sparta, Egypt) are crumbling everywhere and one barbarian after another declares war on me. This is around turn 40. CA must have done something more than enhanced the siege AI.

I also see new factions strive (ones that previously typically did not do that well). Veneti expanded fast (took out Dalmati, Daorsi, Illyrians). Arverni made it into Northern Italy within the first 15-20 turns just to succumb to a blitzkrieg by Volcae who usually do not do much. All of Northern Alps and a good part of Dacia is already under stable (green happiness) Suebi control, etc.

Fun time...

Sp4
07-25-2014, 12:22
Whee, they're putting an actual siege AI into the game.

Myth
07-25-2014, 13:13
Wow, never seen the Suebi blob so much unless we are talking some Confederation forming.

Slaists
07-25-2014, 14:24
Wow, never seen the Suebi blob so much unless we are talking some Confederation forming.

Nope, no Confederation just proper Suebi. Funny though, Suebi finally made it into Northern Italy and their two stacks there were filled mostly with club infantry and spear levy. Guess, that's what they had been using to win their way across Germania.

Celts have formed a confederation in Dacia though and succeeding in beating Suebig back there (no wonder given the numbers of club infantry they fielding).

The Outsider
07-31-2014, 17:46
Hey guys, just wanted to let you know that patch 14 apparently went live today. By the looks of it nothing has been changed since beta. If there's still interested in knowing.

Hooahguy
07-31-2014, 18:33
Yeah, nothing seems to have been changed. Kind of a short beta period, if I remember things correctly.

Hooahguy
09-01-2014, 19:00
Ok so Patch 15 which includes the new emperor edition is now in beta!

The change notes:



The headline changes in this beta are:


Politics and civil war improvements
Overhauled building chains
Special regions
Campaign balancing changes
Land battle changes
Naval battle balancing changes
Politics and Civil War Improvements
Civil wars no longer inevitable, instead they are now based on your level of support. Based on your support you can end up having a high, medium or low chance of a civil war occurring each turn. You’ll get warning messages when you reach those levels (currently a few bugs related to that). When a civil war occurs, all the generals and admirals not of your family will go over to the civil war. As will any agents in their armies and the regions their standing in. All other agents and regions then have a chance to join the civil war faction.
Multiple civil wars can occur through the course of a campaign. There are now political support effect bundles. Based on the support for your party you will get an effect bundle that affects your faction. Very low support and you’ll get penalties to morale, public order, research. Very high you’ll get big faction wide bonuses but you’ll also run a higher risk of civil war occurring.
Political action costs reduced.
New effect bundles based on your Imperium level that increase political action cost and political incident occurrences, as well as giving your party more support each turn past level 4 Imperium. The effects of technologies that reduce political action cost have been increased.
Effects of political promotions improved to give gravitas per turn and better bonuses.
The first level political promotion no longer has any requirements so even basic statesmen can accumulate gravitas and contribute to the political game. Core general skills also give gravitas per turn. Want to keep politics balanced? Make sure generals from all the parties are fighting and gaining skills.
The effects of wives have also been increased.
New effects from Imperium that increase political action cost and political incident frequency as you gain more power. You will also gain more influence for your party automatically as you get bigger, making it harder and harder to avoid civil wars. So now it is perfectly possible to avoid civil wars if you manage politics right. You do that via actions, getting promotions or by having generals win battles and skilling up. But as the game goes on and you expand it will be harder and harder to avoid civil wars.


Overhaul Building Changes
The Aim

The aims for these changes are simple:


Provide more building options for all cultures and more interesting building combinations.
Make resource regions more important.
Improve the balance of the late game economy.
Balance food/squalor so buildings can be upgraded further.

THESE CHANGES DO NOT APPLY TO EXISTING SAVE GAMES

In order to not break/soft-break save games, the new building changes are only available when starting new campaigns.

Universal changes

These changes affect all cultures.


Resource chains – have been renamed and their effects improved to make them more important.
New amber resource chain – appears in some regions in German. Amber will not be a tradeable resource, but the chain will provide a good amount of income.
Removal of military equipment chains apart from siege engines. Weapon and armour upgrades now come from iron regions. New horse resource chain added to buff cavalry units which is also exclusive to some regions.
Universal minor industrial chain now only has mine line of buildings. This change has been made because of other chain changes for each culture that have added more industrial focused buildings.
Splitting of industry and culture income types into manufacturing/mining and entertainment/learning respectively. This is taken advantage of with many of the new building bonuses. For example Gold resource chain gives mining income, and the Roman goldsmith lines gives manufacturing income and a bonus to mining income for the province.
Garrison units now come from the core settlement building, ports and military chains only. The core settlement chain garrisons have been improved and all now include at least one good quality unit.
No longer any difference in port and religious chains in major/minor settlements.
Coffee machine now works.
Negative bonuses now apply from level 2 in a small form so you can see what those are earlier
Food penalties removed from lowest level core settlement buildings.
Number of religious chains has been reduced for all factions so the remaining ones can provide better bonuses.

Barbarians


Province capital core chain now splits at level 4 into 3 options which allow you to focus the speciality of a province more.
The minor settlement core chains in non-resource regions now splits into 2 options at level 4 for the same reasons as above.
New Warrior Lodge chain added for province capitals. The goldsmith building line and tavern building lines have been moved here and a new proving grounds line added. This chain provides income/happiness along with providing buffs for your units.
Artisan chain split into artisan and craftsmen chain.
Artisan chain has bronze workshop, new coin maker and new horn maker lines. Bronze workshop line provides recruitment of all melee/spear infantry.
Craftsmen chain has clay pit, brine distiller and woodworker lines. Woodworker line provides recruitment of all ranged infantry/siege units.
Both of the above can be built in major and minor settlements. Changes should keep the barbarian flavour of recruiting from diverse chains, but having recruitment focused onto a few lines instead of being so spread out as it was before.
New minor sanitation chain added, has 2 lines that can be upgraded to level 3.
Storage pit line now provides a replenishment rate bonus for the province.
Research chains moved from agriculture to commons chain.

Eastern


Province capital core building splits into 2 at level 2: the Royal and Satrap lines. The Royal will be more expensive once costs are added in.
The minor settlement core chains in non-resource regions now splits into 2 options at level 2: trade and garrison lines.
Infantry military chain merged into one line to make infantry recruitment simpler.
New military buff chain added, with ranged and cavalry upgrade lines which go to level 3.
Industrial chain adjusted so it has 3 lines: adobe, new weaving, and new mint ones.
New water chain, using existing windcatcher and fountain lines, available in major settlements only.
New town centre chain added for minor settlements. It has trade and game field lines.
New tax chain added for minor settlements. Splits into tax and road lines. Focused on tax and agent bonuses.
Herding and granary lines added to agriculture chain. Granary line gives replenishment bonuses.

Greek


The minor settlement core chains in non-resource regions now splits into 3 options at level 2: farm, market and civic lines.
Military buff chain now only goes up to level 3.
Industrial chain adjusted to the following 3 lines: amphorae, goldsmith, mint.
Granary line added to agricultural chain, gives replenishment bonuses.
New town centre chain added for minor settlements. It has trade and gymnasia lines.

Roman


Province capital core building splits into 2 at level 2: the civic and garrison lines.
The minor settlement core chains in non-resource regions now splits into 3 options at level 2: farm, market and civic lines.
Military buff chain now only goes up to level 3.
Industrial chain adjusted to the following 3 lines: amphorae, goldsmith, mint.
Granary line added to agricultural chain, gives replenishment bonuses.
New town centre chain added for minor settlements. It has trade and theatre lines. Special Regions

A new thing that has been introduced are special regions.Effectively regions now have effect bundles that give them certain bonuses. Currently Roma, Carthago, Pella, Pergamon, Antioch and Baktra have these effects. Rome for example gives +2 recruitment slots in that province for owning it and +15% to all income. Carthago has a bonus to commerce income.
Other Campaign Changes
Alongside the extensive building changes are a bunch of other balance changes for the campaign.


Core income for all factions reduced from 3000 to 1500
Playable factions get different bonuses to core income. Sparta gets 500 for example, Macedon 1000, Rome 1500. So overall Sparta will have 2000 (1500 base + 500 extra) and Rome 3000 (1500 base + 1500 extra).
Post-battle settlement occupation options rebalanced.
Iceni, Roman, Eastern and royal Scythian faction traits adjusted. Iceni captive reduction replaced with small negative to morale in enemy territory. Roman experience bonus for infantry replaced with +1 recruitment slot in all regions. Eastern experience bonus for missile units replaced with +25% ammo. Same for Royal Scythians.
Besieger attrition reduced.
Replenishment rates reduced.
Biephi faction renamed to Apulii.
Fixed inconsistent messages/outcomes for subjects (faction screen dilemmas).
Fix for not all factions getting missions, subjects, incidents or dilemmas in all campaigns.


Land Battle Changes


Units with precursor weapons can now fire at will when stationary.
The pace of battles and combat has been reduced, and morale values adjusted so battles last longer and are more dynamic.
Axe and shield animation set based on existing animations added to the game.


Naval Battle Balancing Changes


Speed of all ships reduced.
Ship artillery accuracy reduced.
Transport ships ramming damage significantly reduced.



This is a ton of changes, this is crazy! Gonna have to wait on the beta though as it will break all my mods.

rory_20_uk
09-02-2014, 11:26
So, when will the game be ready for non-beta testing? Patch 20?

Good that things are bieng fixed... but conversely there are so many things requiring fixing...

~:smoking:

easytarget
09-05-2014, 13:07
Anyone know what the 12.3 MB patch had in it today?

Hooahguy
09-05-2014, 13:17
Just an update to the beta patch:


General Improvements

Adjusted pike balancing.
Tweaked mercenary and auxiliary unit multiplayer caps.
Fix for Hoplite wall exploit.
Added mercenary Dacian spears to Odrysian multiplayer roster.
Halved based political action costs, but doubled the increases from Imperium.
Armies on ships will now join civil wars.
When deploying troops on a land battle with snow, the markers indicating where individual soldiers will stand are now displayed correctly in yellow instead of white.
Increased melee cavalry attack.
Light Peltasts and Bactrian Peltasts morale changed to 50.
Removed happiness bonus from military recruitment buildings.
Adjusted the stats for the branches of the Roman city, Eastern city and Eastern generic town chains to give more clear differentiation between the choices.
Fix for Epona religious chain for Iberians giving the wrong culture type.
Fixed an issue related to politics that could cause an end turn crash.
Improved Campaign AI army management and recruitment.

Myth
09-05-2014, 13:52
Not in front of the game atm. Can someone list ne new provincial bonuses:

"A new thing that has been introduced are special regions.Effectively regions now have effect bundles that give them certain bonuses. Currently Roma, Carthago, Pella, Pergamon, Antioch and Baktra have these effects. Rome for example gives +2 recruitment slots in that province for owning it and +15% to all income. Carthago has a bonus to commerce income."

And also, Roman upgrade buildings only go up to level 3 now, have the bonuses effectively been reduced, or only the building levels?

Hooahguy
09-05-2014, 13:54
I wish I could answer, I dont have the beta yet so I really dont know. Though according to the encyclopedia it varies. Some tiers go only to level 3, some go to level 5, others to level 4.

Also have no idea about the provincial bonuses. Cant find a list but they might be in the final patch notes when the patch goes live.

Myth
09-05-2014, 14:17
I'll play the beta tonight and I'll list what I find.

Slaists
09-05-2014, 18:39
What happens when you let generals swim down the cac river ;)

http://cloud-4.steampowered.com/ugc/538500289504262297/1D0AFD729ECBE4138C774EF01C7A28EC4D72B438/

luckily, the cac lover was from an opposition party; wiped their influence down to zero.

Hooahguy
09-05-2014, 18:58
Im at work so Im afraid to google what a Cloca Maxima is...

Slaists
09-05-2014, 21:11
Im at work so Im afraid to google what a Cloca Maxima is...

LOL, what does it sound like? ;) City's sewage

CaptainCrunch
09-05-2014, 21:51
"Negative bonuses now apply from level 2 in a small form so you can see what those are earlier"... anyone care to elaborate on this one a bit?

Haven't been able to play in quite some time, but some of these changes, to the politics in particular, have me seriously intrigued! Won't get to try it out for another month, so I hope it all works out well. Maybe there's hope for this game yet :2thumbsup:

In the meantime, Slaists I'll be looking out for your detailed reports :grin:

Myth
09-06-2014, 17:44
Well the new rebalanced starting regions are great. Pella, Macedon's capital starts with a military wharf, holosideros barracks and a travellers lodge. This will make Macedonian early game much more enjoyable

Slaists
09-08-2014, 05:02
"Negative bonuses now apply from level 2 in a small form so you can see what those are earlier"... anyone care to elaborate on this one a bit?

Haven't been able to play in quite some time, but some of these changes, to the politics in particular, have me seriously intrigued! Won't get to try it out for another month, so I hope it all works out well. Maybe there's hope for this game yet :2thumbsup:

In the meantime, Slaists I'll be looking out for your detailed reports :grin:

As to that "negative bonuses start to apply from level 2". Prior to patch 15, level 2 city centers gave no food/unhappiness malus. They gave -4 food malus at level 3 (unless they were food towns); don't remember what was the unhappiness malus.

Now cities give -1 food malus at level 2 already. However, at level 3, they give the old -4 food malus. This applies, of course, unless local resources change that picture (olive producing regions, for example, have no food malus, they give extra food). It seems, unhappiness malus has been completely removed from towns/cities.

In total though, the food malus from city center development has been reduced by -2. Previously, a fully upgraded city center cost -10 in food; now, level IV city costs -8 in food.

So:

-1 food at level II. (previously 0 food effect; 0 unhappiness)
- 4 food at level III. (previously -4 food effect & some unhappiness)
- 8 food at level IV. (previously -8 food effect & -10 unhappiness)

BroskiDerpman
09-10-2014, 03:55
Be tested patch 15 beta 100% vanilla and to me it seems nice. :)

Slaists
09-10-2014, 05:08
done. patch 15, vanilla, legendary Junia campaign:

http://cloud-4.steampowered.com/ugc/538500745574477946/1EF7F5639BDF1931D8A2A90CA9E4D82F0F247592/

p.s. never encountered those fancy troops some folks call legionaries... no civil wars either.

Hooahguy
09-10-2014, 05:12
Very nice, military victory?

Slaists
09-10-2014, 05:13
yes, military. Was holding out (hoped for a civil war; or relationship souring with Egypt) but Iceni offered MA all of a sudden. Could not resist :)

Here is the diplo map, btw, for those who say diplomacy is impossible on legendary:

http://cloud-4.steampowered.com/ugc/538500745574686966/E00C4D72207139AA2BA23D52146C2EDC0145BEE7/

Slaists
09-12-2014, 06:23
The same campaign, continued post victory screen, still no civil war:

http://cloud-4.steampowered.com/ugc/538500745626479625/2AA6D902E26B53E11F98B29B11C7DED200BAFBB0/

Hooahguy
09-16-2014, 13:10
So here are the new fixes/additions that the patch brings, along with the previous patch notes from the beta.


Additional Changes with the Emperor Edition


The Imperator Augustus Campaign

Set during the 2nd Triumvirate and starting in 42 BC, this campaign covers the same areas as the Grand Campaign but with revisions to what settlements and provinces there are. There are 10 playable factions:


Antony’s Rome
Lepidus’ Rome
Octavian’s Rome
Pompey’s Rome
Iceni
Marcomanni
Dacia
Egypt
Parthia
Armenia have also been made playable in the Grand Campaign.


UI Graphical tweaks – Updating the look of the UI to improve immersion and the feel of the game.
Faction Colour Changes – All factions that were in the Grand Campaign have had their colours and icons updated generally to more naturalistic tones.
Trait Changes – lots of changes to what triggers traits, which ones will trigger and their effects.
Character Ages – Changes have been made that mean in the Grand Campaign characters should tend to live for an extra 20-25 years on average.


Known Issues:
If you continue an old Grand Campaign save, during or after a Civil War, the new Politics screen in the Faction Overview will not display correctly, due to the civil war mechanics changing to allow multiple civil wars. These saves can still be continued, but the Politics screen will not be useful in this case.


Technical and performance improvements:


Campaign
Fix for some end of turn hangs.
Fixed several crashes that could occur during the end turn sequence.
Fixed an issue related to politics that could cause an end turn crash.
Fix for campaign map stuttering when double-clicking on the terrain to move the camera long distances.
Improved the loading times, loading into Campaigns.
Updated diplomacy for when the Roman factions speak to each other.


AI improvements


Battle AI improvements:
Optimisations for Battle AI tactics for attacking walls.
AI controlled elephant units will no longer kill their elephant as soon as it begins to rampage.


Campaign AI improvements
Campaign AI army management and recruitment adjustments.
Improved Campaign AI budgeting for construction.
Improved Campaign AI army management and recruitment.
Campaign AI controlled armies will no longer remain in forced march stance after being sabotaged.
Campaign AI will no longer ignore threats when attempting to reach their last settlement to defend it from imminent capture.
AI controlled armies on the Campaign map are now less likely to stand in forced march nearby players settlements for several turns.
Increased AI research bonus on Hard and Very Hard difficulty levels.

General improvements


General battle improvements
Added Noble Horse Archers, Kartli Axemen, Persian Hoplites, Persian Cavalry and Elite Persian Archers to Armenia's unit roster.
New custom/multiplayer battle map presets added.
Tweaked mercenary unit caps in multiplayer.
Fixed Hoplite Wall exploit.
Removed Camulodunum and Oracle of Amun Ra battle preset maps.
Added in loose formation to all Iberian melee and spear infantry.
Added new pelt helmets to Germanic Officers and Elite units.
Fix for Bithynian infantry holding swords instead of axes.
Fixed bug with siege holdout skill giving negative effect.
Added Mercenary Dacian Spears to Odrysian multiplayer roster.


General Campaign improvements
Fix for Armenian/Eastern tech military building unlocks.
Updated Imperium Effect bundles.
Fix for a Multiplayer Campaign exploit.
Lots of building effect bug fixing, and religious buildings received big adjustments to their effects.
Quartered base political action costs, but quadrupled the increases from Imperium.
Fix for Epona religious chain for Iberians giving the wrong culture type.
Added replenishment rate bonus for Fortify Stance.
Fix for Remuneration Reform technology giving bigger bonuses than Cohort Organisation; their bonuses have been swapped.
The Egypian victory conditions in the Grand Campaign have been updated.
Certain political actions e.g. "Reduce senators" would increasing characters gravitas and thus power / influence. The influence cost of these political actions has been set to 0 to make it clearer what is happening, instead of showing an increase.
Improved Civil War warning message.
The Rosmerta religious chain bonus to public order from the tax edict will now apply correctly.
The "Good Looking" character trait has been given an effect, and the trigger has been restricted to agents.
Improved the portrait lighting for the advisors and Roman, Barbarian, Eastern, Hellenistic generals.
Fix for oracle event outcomes having the wrong target.
Removed movement range bonuses/penalties from season effects.
Adjustments to eastern building unit recruitment.
Added missing faction income bonuses to Getae and Odrysian Kingdom in Grand Campaign.
Fixed multiplayer campaign exploit regarding taxes and public order.
Added in glass resource to Caesar in Gaul campaign.
Added auxiliaries to Chorasmia province.
Removed happiness bonus from Field of Mars.
Swapped generic Mine Chain penalty from food to squalor.
Fix for missing political parties for Caesar in Gaul Campaign.
Fix for Persian Hoplites not being recruitable for Seleucids.
Fix for Nabia Temple increasing recruitment costs instead of decreasing them.
Bactria region will now colour correctly.
Fixed several text bugs.


Usability Improvements


Battle
Updates to battle grass colours.
Fix for some tree graphical issues on battlefields.
Improved battlefield lighting ambiance.
Updated weather environments for Mediterranean climate, dry and rainy conditions on the battlefield.
Briton Levy Freemen now look less like Celts.


Campaign
Various Multiplayer desyncs have been fixed.
Sea colours edited for all campaigns
Updates to the looks of the campaign map trees.
Fix for Seleucids speaking with Roman voices in the Grand Campaign.
Fixed some character names in the Hannibal at the Gates Campaign
Fixed a bug in Multiplayer Campaign Diplomacy, which allowed the player to accept an offer before it had been made, and in some cases caused the game to lock up when doing so.
The Coliseum now has the correct long description.
Fix for Grand Campaign Persia having wrong mini-map colour.
Reduced the strength of the sun during sandstorms in desert, reduced saturation of night-time environments.
Shrank the font size for unit names when displayed in objectives, so they fit better in the available space in the UI.
Fix for missing % in great marksmen faction trait


General
Fix when opening browser for Twitch EULA agreement.
Various UI tweaks.


Balancing Changes


Campaign
Fix for some wives missing effects.
Tweaks to ancillary effects
Tweaks to when corruption will reach max level.
Reduced anti-corruption bonuses from technology.
Reduced cumulative culture GDP bonuses from technology.
Added hull upgrade bonuses to Poseidon temple line.
Increased Macedon and Seleucid faction income bonuses.
Adjusted public order penalties/bonuses from Influence and Imperium to be more in-line with buildings. These happiness effects are now listed as Faction on the happiness tooltip in the settlement details panel.
Adjusted cost of Legionaries, Principes and Legionary Cohort.
Eastern Horse Archers are now recruitable from level 2 Light Stables.
Balkan factions now have Cultural Affinity bonus with each other.
Adjusted happiness penalty from Imperium to one based on presence of foreign cultures.
Reduced experience gain per turn for agents being deployed or in armies.
Adjusted recruitment of Painted Ones, Naked Swords and Naked Warriors to be earlier.
Adjusted the stats for the branches of the Roman city, Eastern city and Eastern generic town chains to give more clear differentiation between the choices.


Battle
Hoplites speed has been adjusted.
Adjusted pike balancing.
Increased melee cavalry attack.
Big adjustments to unit ability assignments - now fewer units have abilities, and their distribution has been edited.
Increased the ammo of Scorpion and Polybolos units.
Reduced reload time of Scorpion units.
Reduced "attacked in rear" morale penalty to -30.
Reduced winning combat significantly morale factor to 20.
Reduced pike attack cool-down timer to 2.1.
Reduced acceleration and turn speed of super heavy (cataphract) mount.
Increased elephant hit points.
Reduced chariot hit points.
Reduced melee defence of pike units.
Reduced morale of most Peltasts units.
Improved attack of Agrianian Axemen.
Increased melee defence of Round Shield Swordsmen.
Increased attack and charge of Falxmen and Thracian Warriors.
Increased attack and charge of Carthaginian Noble Cavalry.
Removed disciplined trait from Illyrian Thureos Spears.
Increased attack and charge of Sword Band.
Reduced melee defence and hit points of Milita Hoplites, Libyan Hoplites and Late Libyan Hoplites.
Increased attack and defence of Hastati.
Changed shield of Cantabrian Cavalry to one with a bigger missile block chance.
Increased morale and hit points for Etruscan Hoplites.
Reduced cost of Noble Spearmen.
AP damage of Kopis increased by 1.
Reduced damage of recurve bows.
Removed melee defence bonus from Fighting Spirit ability.
Removed unbreakable morale from Force Concentration ability.
Removed fatigue freeze from Relentless ability.
Reduced fatigue penalty from Rapid Advance ability.
Duration of the Spirit of the 10th ability reduced by half.
Reduced speed penalties from fatigue.
Fixed armour type for Naked swords unit (set to no armour).
Reduced stats of higher level pikes by -1 attack and -2 melee defence.
Increased melee attack of Chosen Sword Band, Chosen Swordsmen, Sword Followers, Tribal Warriors, Gallo-Thracian Infantry.
Increased melee defence of Fierce Swords.
Reduced melee attack of Axemen and Kartli Axemen.
Increased melee attack of Scale Throax Hoplites.
Increased melee attack and charge of Naked Swords.
Increased melee defence of Ambushers.
Increased melee attack and charge bonus of Painted Ones and reduced melee defence.
Increased armour of Elite Persian Archers.
Increased charge of Kartli Axemen.


Only another 8 hours until I can get home and try this out!

CaptainCrunch
09-17-2014, 07:43
For those that never tried the beta, the update came in at 1.2Gb for me.

easytarget
10-01-2014, 13:09
Build number:
Mac: 14120.589209
PC: 14116.589209


The changes are:

• Fix for Civil War triggering at under 50% influence for 2 party factions.
• Fix for wrong minimum Political Influence causing a Civil War in a 4 Party Faction.
• The Mac Steam version of the game will no longer crash, when the Macs system language is set to Turkish, Polish, Russian or Czech.
• In-game movies will now play correctly at 1380x768 resolution.
• Added traditions to Egypt faction in the Imperator Augustus Campaign.
• Reduced Campaign AI priority for recruiting dog units.
• Added description to Armenias political party in Grand Campaign mode.
• A few incorrect effect icons have been corrected.
• Fix for shadows not being cast properly by barbarian fort walls on the battle map.

Sp4
10-02-2014, 11:59
Build number:
Mac: 14120.589209
PC: 14116.589209


The changes are:

• Fix for Civil War triggering at under 50% influence for 2 party factions.
• Fix for wrong minimum Political Influence causing a Civil War in a 4 Party Faction.
• The Mac Steam version of the game will no longer crash, when the Macs system language is set to Turkish, Polish, Russian or Czech.
• In-game movies will now play correctly at 1380x768 resolution.
• Added traditions to Egypt faction in the Imperator Augustus Campaign.
• Reduced Campaign AI priority for recruiting dog units.
• Added description to Armenias political party in Grand Campaign mode.
• A few incorrect effect icons have been corrected.
• Fix for shadows not being cast properly by barbarian fort walls on the battle map.

They added in game mini video things?

Hooahguy
10-02-2014, 13:00
Certain events like generals dying, civil wars starting/ending, and capturing certain cities as certain factions (like the Suebi sacking Rome) have small videos that play when it occurs. Apparently they didnt play correctly at certain resolutions so now that seems fixed.

Myth
10-07-2014, 09:08
Certain events like generals dying, civil wars starting/ending, and capturing certain cities as certain factions (like the Suebi sacking Rome) have small videos that play when it occurs. Apparently they didnt play correctly at certain resolutions so now that seems fixed.

I only know of the "Rome falls" and "Rome recaptured" videos. Do the Suebi get a unique one?

Hooahguy
10-07-2014, 11:35
Nope.

Hooahguy
11-20-2014, 18:57
Patch 16 was released today.

Patch notes (http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_16):


Technical and performance improvements
Battle
Fixed a rare projectile crash in battles.
Campaign AI improvements
Adjustment to Campaign AI to force factions that have just become known / discovered to take on the current attitude towards the player, rather than be neutral.
General battle improvements
Fixed bug with Celtic Linothorax armour on units in battle.
Fixed misaligned settlement walls in Tigranocerta city battle map.
Stopped infantry user triggering "riders into wedge" voiceover during battles.
Armies moving from a settlement will no longer trigger "move completed" dialogue lines before their move has begun.
Armenia can no longer use large onagers when defending in a custom siege battles.
General Campaign improvements
Fixes for seasonal effects and adjustments to income types and amounts from buildings in the campaign so subsistence is more favoured.
Diplomatic scores have been lowered in general, and It is now harder to make client states.
Usability Improvements
Battle
Factions are now listed in 2 columns in the Custom Battle and Multiplayer *Lobbies, to prevent the faction list going off the bottom of the screen.
Fixed a Roman minor port coastal battle map, where units could disembark on an out-crop of land at the edge of the map, and therefore would get stuck and no longer be able to fight the navies in the battle.
Fix for broken deployment area on port tile near the Dolmens in France.
Campaign
Faction Trait Icons fix - adjust to newer Emperor Edition colour scheme.
Balancing Changes
Unit Stats
Increased armour of Foot Companions.
Increased melee attack of Thracian Slingers, Bowmen, Skirmishers.
Increased charge bonus of Carthaginian Noble Cavalry.
Increased damage of longbows but reduced reload rate.
Increased health of First Cohort and Eagle Cohort.
Removed square from noble Spearmen and Persian Hoplites.
Increased range of Nubian Bowmen to 150.
Increased the health, attack and melee defence of Egyptian Cavalry.
Increased the health of Thureos Spears by 5.
Karian Axemen ranged weapon swapped for the same javelins as used by Thureos Spears.
Increased the attack, armour and health of Mercenary Leopard Warriors.
Increased the morale and armour of Camel Spearmen.
Increased the morale of Camel Archers.
Attack and charge bonus increased for Agrianian Axemen.
Increased the armour of Thessalian Cavalry.
Changed weapon of Hippeus Lancers so they do more damage.
Increased the morale and health of Elite Persian Archers.
Increased the armour, charge and melee defence of Etruscan Hoplites.
Increased the morale of Light Hoplites.
Increased the health of Heroes of Sparta.
Increased the range of Gallic Hunters.
Increased the health of Celtic Skirmishers.
Increased the melee attack, charge bonus and melee defence of Celtiberian Cavalry.
Increased the melee attack and charge bonus of Iberian Noble Cavalry
Cantabrian Cavalry have been given higher damage javelins..
Increased the armour of Veteran Riders.
Increased the hit points of Horse Runners.
Increased the armour of Bloodsworn.
Increased the armour and morale of Spear Wall.
Increased the morale and melee defence of Night Hunters.
Increased the melee attack and melee defence of Fierce Swords.
Increased the range of Dacian Heavy Bowmen.
Increased the health and melee attack of Dacian Heavy Skirmishers.
Increased the armour of Thracian Peltasts.
Increased the morale of Thracian Warriors.
Increased the health of Tribal Warriors and reduced speed.
Increased the morale and melee defence of Illyrian Cavalry.
Increased the morale of Parthian Foot Archers.
Swapped the shield type of Scythian Royal Skirmishers and Sarmatian Horsemen to one with more armour.
Increased armour and health of Sarmatian Royal Lancers.
Reduced the mass of chariots.
Increased the mass of elephants.
Increased the attack of Briton Scout Riders to 38*
Decreased the attack of Hastati to 35
Unit Abilities and Attributes
Added hoplite wall to Persian Hoplites.
Rapid Advance for Gorgo's Skirmishers replaced with Rapid Reload.
Added Frenzied Charge to Mighty Horse.
Added Frenzied Charge to Illyrian Cavalry.
Added Hoplite Wall for Noble Spearmen.
Added Drago to Saka Noble Armoured Lancers.
All camel units have gained the resistant to fatigue attribute.
Unit Costs and Caps
Thureos Hoplites cost decreased to 600.
Illyrian Thureos Spears cost increased to 380.
Iberian Swordsmen cost increased to 350.
Thureos Spears cost increased to 560.
Riders of the Hunt cost decreased to 570.
(Mercenary) Rhodian Slingers cost decrease to 590.
Evocati Cohort cost increased to 890.
Triarii cost decreased to 790.
Steppe Archers cost increased to 330
Nubian Bowmen, Hippeus Lancers, Dacian Heavy Bowmen, Mercenary Thracian *Warriors and Illyrian Cavalry cost increased
Steppe Archers cost increased to 330
Egyptian cavalry increased to 600.
Celtic Warhounds cost reduced by 50
Increased the custom/multiplayer battle cap of Mercenary Axe Warriors to 4.
Unit Availability
Mercenary Thracian Warriors added to custom/multiplayer battle roster for *Macedon and Athens.
Mercenary Samnite Warriors added to custom/multiplayer battle roster for Epirus.
Mercenary Italian Cavalry added to custom/multiplayer battle roster for Syracuse.
Mercenary Cappadocian Cavalry, Mercenary Skirmisher Cavalry and Mercenary *Syrian Archers added to custom/multiplayer roster for Galatia.
Mercenary Germanic Scout Riders added to custom/multiplayer battle roster for Nervii.
Mercenary Veteran Hoplites added to custom/multiplayer battle roster for the Odrysian Kingdom.
Factional mercenaries for Tylis swapped from Dacian to Celtic units.
Mercenary Tarantine Cavalry added to custom/multiplayer roster for Ardiaei.
Mercenary Persian Cavalry added to custom/multiplayer roster for Pontus.
Cappadocian Cavalry added to campaign and battle roster for Pontus.
Mercenary Naked Swords added to custom/multiplayer battle roster for Pontus.
Mercenary Amazonian Riders added to custom/multiplayer battle roster for *Roxolani and Massagetae.
Known Issue
In the Mac Steam version of the game, some changes to the games options during play will not be kept once the game is restarted.

fallen851
11-21-2014, 04:25
CA has really made some progress with Rome II, I have to admit.

Has anyone heard if they will be working on naval battles at all, fixing the problems boarding, the strange troop movements, troops jumping off ships, ect...

Slaists
12-09-2014, 00:57
I'll be damned, but it seems there is a hidden fix which the patch notes are silent about: it concerns left-click, hold + drag (while holding down CTRL key). Now, all units seem to match speeds while doing so... Great!

http://forums.totalwar.com/showthread.php/142864-Left-click-hold-drag-(like-a-chess-piece)-fixed-for-armies

At least they just did in my Galatia battle. Hope this holds in general.

EDIT

This turned out to be a fluke. Galatian infantry walks almost at the same speed as light cavalry that's the reason why I saw the whole army move at the same speed.

Units still walk at their own respective speeds when using left click move commands.

Hooahguy
12-16-2014, 17:25
Ok so the Wrath of Sparta DLC has been released, and with it comes a small patch for the base game. I wont bother putting all the changelogs for the new campaign here, just the ones pertinent to the main game.

Link (http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_16.1#Changes_to_ROME_II)


Changes to ROME II

-Optimisation campaign memory usage by loading less campaign character / general models into campaigns where they are not needed.
-Land units on transport ships will no longer be able to ram in battle; navies will be needed to escort these extremely vulnerable ships at sea.
-Improvements to animations for charging shock cavalry.
-Improved unit bracing in shield wall formation for the units in the rear of the ranks.
-Fixed the white loading screen which appeared when changing graphics settings during a battle.
-Fix for some battle terrain bugs in the Caesar in Gaul Campaign.
-Disabled ramming for barbarian ships.
-Added a fix to the "Continue Campaign" button on the launcher, which in some very rare cases didn't work for a few users with unexpected file path to appdata.
-Added a new Spartan loading screen.
-Improved axe-men animations, to replace "stabbing" animations in synced combat.
-Fixed a flooded area in a Barbarian minor port battle map.

Slaists
12-16-2014, 19:15
There is a sneak-change also, pertaining to the politics and influence. The government sizes of factions like Sparta have been boosted in GC. Now Sparta has 300 gerontes instead of 30. This might fix the late-game influence (lack of its increase) issue.

Unfortunately, this change is not save-game compatible. Old campaigns still have the smaller government sizes.

deigratia
12-18-2014, 08:21
The game failed to launch after I install patch 16.1 from Steam. Be careful.

Slaists
12-18-2014, 15:54
The game failed to launch after I install patch 16.1 from Steam. Be careful.

I had something weird happen when I was trying to launch right after the update. I had to reboot Steam to get everything working. Also, I had to close the launcher via CTRL ALT DEL interface; it was lingering among ghost processes even after I had closed Steam.

Anyway, after the reboot all was fine.

Barkhorn1x
12-19-2014, 15:45
I had something weird happen when I was trying to launch right after the update. I had to reboot Steam to get everything working. Also, I had to close the launcher via CTRL ALT DEL interface; it was lingering among ghost processes even after I had closed Steam.

Anyway, after the reboot all was fine.

Steam is horrible when it comes to updating (both Steam itself and specific games). It takes forever and often entails multiple attempts and reboots. Just crap.

Slaists
12-19-2014, 15:58
Steam is horrible when it comes to updating (both Steam itself and specific games). It takes forever and often entails multiple attempts and reboots. Just crap.

There is a file in steam folder that sometimes needs to be deleted for the updates to kick in. I forgot the name of it. But when you get the error that says "Steam servers are too busy" or something like it, grab that error tag and google it. The solution that suggests deleting something from the Steam folder works.

hoom
01-30-2015, 05:07
Got an 8.8MB patch today, not finding any notes about it anywhere.
Pretty sure this is new since I had done a Steam Cache verification just yesterday & it didn't try to download anything when opening Rome2 after it.

My gameversion is now 2.2.0 build 15558.627558*

hoom
02-01-2015, 22:05
Well apparently nobody else got this, no updates at https://steamdb.info/app/214950/history/ or http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_Notes
So apparently the next day & while open for the 2nd time after the cache verification it decided to redownload some bit?

Bramborough
02-02-2015, 05:20
I didn't see any evidence of a download (which possibly just means I didn't know where on the steam page to look...). Nor did I notice any difference in the game as I continued my current campaign over the past couple of days (again, hardly conclusive).

hoom
02-11-2015, 13:10
Another 20.5MB update.
Now 2.2.0 build 15666.640460.

Hooahguy
02-11-2015, 14:36
The patch seems to just add three new achievements for Valentines day:

Make War, Not Love
Win at least one battle on 14/02/2015, Valentine’s Day. (any battle type in single player campaign, or multiplayer campaign)

Company of Zeroes, more like…
Win a single battle during MWNL2, between 00:01GMT on 12/02/2015 to 23:59 GMT on 15/02/2015. (any battle type in single player campaign, or multiplayer campaign)

A Relic of the Past
Declare war on a faction in Single player or Multiplayer Campaign during MWNL2, between 00:01GMT on 12/02/2015 to 23:59 GMT on 15/02/2015.

Crandar
02-11-2015, 14:39
Very disappointed, I expected something similar with the Halloween update, like the ravens turnt into flying angels and the sky having a pink colour.

hoom
02-11-2015, 23:05
How does it take 20MB to add some achievements? That seems bizarre.
Edit: oh, I guess they need to package it with other achievements & resend the whole file or something...

Bramborough
02-12-2015, 20:01
Speaking of achievements...what the heck is "MWNL2"...and what is significant about winning a battle during 12-15 Feb? I get the feeling that there is some sort of event or milestone happening to which I am utterly oblivious...

Hooahguy
02-12-2015, 20:37
Speaking of achievements...what the heck is "MWNL2"...and what is significant about winning a battle during 12-15 Feb? I get the feeling that there is some sort of event or milestone happening to which I am utterly oblivious...
I told you over steam already but Ill say again for anyone else: it stands for Make War Not Love 2. Its a competition between Total War and Company of Heroes and whichever side wins gets free DLC or something. TW lost last time but this is a rematch.

Bramborough
02-12-2015, 23:39
lol yeah, I had posted the question before we chatted on steam.

Interestingly...I'm playing quite a bit of R2 right now, almost daily (via steam) for a couple of hours at least. Yet somehow news of this contest completely escaped me. I guess that's a symptom of never going over to TWC perhaps. Or maybe the fact that I'm a stranger to Twitter.

easytarget
02-14-2015, 02:53
I've read the announcement and still don't know how exactly the competition between COH2 and R2 works. Is this battles fought and won by each side?

Hooahguy
02-14-2015, 10:06
Nope, from what I can tell whichever side gets more battles or hours or whatever in the said time wins. Theres actually some drama going on about it now because there was a post in the COH forum about a way to cheat by setting up 2v1 matches or something with an elite level AI ally and a low level AI enemy and then walk away. Ah well, apparently CA was promising to give us the Black Sea colonies DLC and some DLC called Longbeards for Attila for free.

Rowanda Gaming
03-29-2015, 22:26
Awesome thanks so much helped a lot!

Crandar
05-05-2015, 11:14
Well, it seems that Toon Total War's mod has been taken down, in twcenter, because of copyright issues.
itleonard (http://www.twcenter.net/forums/member.php?174313-itleonard) blamed him for not asking his permission to use some of his files.
Hopefully, him mod will remain intact in Steam or get re-uploaded in twcenter, considering it was a rather practical mod to use, wasn't it?

Hooahguy
05-05-2015, 15:08
His all-in-one mod for Rome 2?

Crandar
05-05-2015, 15:55
His all-in-one mod for Rome 2?
Yes, that one.

Fortunately, he has re-upload them in his recently created site (http://toontotalwar.wix.com/rome-2-all-in-one).

Hooahguy
07-10-2015, 16:45
So CA has put out the beta for patch 17, which I must admit was rather unexpected. And its a big patch too, with some rather nice changes!

Link (http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_17_Beta)


Total War ROME II – Patch 17 Beta

The beta version of patch 17 for Tota War: ROME II - Emperor Edition is now available to download.
With this beta we’re aiming to solve some technical issues with the Mac version and some residual campaign and battle issues. This incorporates a large number of balance changes across the different playable factions in ROME II for both Mac and PC versions. These include alterations to unit rosters, building and resource effects, garrison compositions, culture and faction traits in all campaigns, and more.
To opt into the beta, follow these steps:


RESTART STEAM
In Steam games library, right-click “Total War: ROME II – Emperor Edition” and select “Properties”.
In the Properties window, select the “BETAS” tab.
Select “patch_17_beta -from the “Select the beta you would like to opt into:” drop-down box.
“Total War: ROME II – Emperor Edition” will then update

Technical and Performance Issues



Texture quality is now based on the available memory on the machine instead of the graphics settings selected
Improved the games automatic detection of graphics settings based on Mac hardware
Increased the default screen resolution aspect ratio from 4:3 to 16:9 on Mac
Optimised campaign memory usage in the Mac App Store version of the game, by loading less campaign character / general models into campaigns where they are not needed
Fixed a bug where preferences including campaign difficulty were not being saved correctly in the Mac App Store version of the game
The difficulty slider on the faction selection screen will now set the difficulty correctly in the Mac App Store version of the game
Fixed some unintentional motion blur while looking at the sky in battles on Mac
Fixed a crash when changing the Unlimited Video Memory option while in battle on Mac
Fixed a bug where the game would not launch in windowed mode, and stalled before the legal screen on certain iMacs
Fixed erroneous unit banner shadows on Mac during battle, which looked like black crosses, and could fill the screen when zoomed in

Buildings



Tier III and IV Toutatis temples now give correct +4 bonus to Celtic cultural influence
Fix for multiple issues where some effects for buildings were better when damaged

Campaign



Corrected sub-culture of Colchian civil war faction
Dahae are now set to the correct military group in the Imperator Augustus campaign
Added hidden agent security bonuses in cities for Black Sea factions
Added missing faction mercenaries for Arevaci and Lusitani
Swapped Formidable Swordsmen army tradition for the Ardiaei to Formidable Spearmen, and Light Cavalry Masters for Cavalry Masters
The Dignitary Civil Administration skill now works correctly
Added Sarmatian Royal Lancers as a general’s unit option for the Roxolani
Increased chance of subjects, incidents, dilemmas, and missions occurring

Units



Fixed Persian Light Archers and Elite Persian Archers weights from medium to very light and very light to medium respectively
Correct Thracian Peltast weight to very light
Changed Picked Peltast weight to medium
Mercenary Horse Skirmishers cost changed to 390 to match non-mercenary version of the unit
Corrected shield type for Bactrian Hillmen
Auxiliary and Mercenary Parthian Horse Archers given correct weapon to match missile damage of non-mercenary version
Illyrian Thureos Spears changed to match the 360 mentioned in previous patch notes
Weight of Legionary Cavalry is consistent across all variants of that unit and cost adjusted to 620 to match Imperator Augustus version of unit
Naked Warriors and Naked Spears unit variants now all have the medium weight
Auxiliary and Mercenary Bactrian Light Horse changed from light to medium to match regular version of the unit
Removed unit caps from elite naval units
Fix for some units being put into incorrect unit sets which prevented them from getting various bonuses (Illyrian Noble Hoplites not getting spearmen related bonuses for example)
Added Hoplite Wall ability to Auxiliary Greek Hoplites to match the regular version of the unit
Added precusor javelins to Mercenary Spear Band to match the regular version of the unit
Illyrian Slave Javelinmen weight changed from medium to very light
Fix for some bonuses not being hooked up correctly to unit sets, which prevented some units from gaining the correct bonuses
Fix for some bodyguard units not being hooked up to bodyguard unit bonuses

Recruitment/Custom Battles



Colchian Nobles now recruitable from tier IV barracks
Scythian Hoplites recruitable from tier III barracks
Axe Warriors recruitable from tier III barracks for Massilia
Fix for Cimmeria not being able to recruit Penteres naval units
Fix for Painted Ones and Naked Warriors not being recruitable from tier III proving grounds
Fix for Raiding Horsemen not being recruitable from tier IV horse recruitment buildings
Rhodos can now recruit Rhodian Slingers in the campaign
Removed Scorpion units from custom battles, Tylis given correct Dacian Cheiroballista
Swapped Germanic ships in Massilia custom battle roster for correct Greek ships
Swapped some Peltast ships to correct Milita Hoplite ones for Athens and *Syracuse in custom battles, also made them recruitable in campaign
Added in Bactrian Hillmen ship to Baktria for custom battles
Seleucid Eastern Spearmen added to Seleucid custom battle roster
Added missing ships to tier III and IV military ports for Armenia
Fix for Axemen for Colchis not being recruitable from tier III barracks
Thracian Peltasts changed to be recruitable from all Artisan buildings
Corrected naval units available for Parthia in custom battles
Changed Thracian Warriors to be available from tier II bronze buildings and up
Greek Slingers removed from Seleucid roster leaving them with Eastern Slingers
Raiding Hemolia added to Colchis custom battle roster Eastern Spearmen *Firepot Dieres removed from Colchis roster as they have Peltast Fireport Dieres as well
Added in Polybolos for Egypt in custom battles
Fix for some factions in custom battle not being able to use Cheiroballista or Polybolos in siege defences

Garrisons



Fix for Odrysian Kingdom, Nervii, Arevaci, Tylis, Galatia, Suebi and Ardiaei losing garrison units when upgrading to tier III horse recruitment building
Fix for Nervii having no garrisons for tier III and IV bronze buildings
Fix for missing naval garrison units for Cimmeria
Fix for missing garrison units from tier III and IV light barracks for Cimmeria
Removed Thorax Hoplites from garrisons to fix issue where Athens and Sparta were gaining an extra unit in their garrisons
Fix for Tylis losing garrison units when upgrading from tier II to tier III Bronzeworker
Added Spartan Pikemen as an elite unit for Spartan garrisons
Added Tribal Garrison unit to Odrysian Kingdom garrisons
Fix for Getae garrisons decreasing in size when certain unit upgrades were researched
Added Sword Followers to Boii garrisons from tier III and IV bronze buildings
Fix for Colchis early barracks garrisons being stronger than other factions
Celtic Slingers replace Celtic Bowmen in garrisons
Added Kartli Axemen Tetreres to tier III and IV military port garrisons
Egyptian Slinger Trieres added to tier IV harbour garrison for Egypt
Greek Milita Hoplite Dieres added to tier II harbour garrisons for Athens, Macedon, Syracuse
Replaced Thracian Warriors with Thracian Peltasts in some garrisons
Persian Cavalry swapped for Eastern Horse Archers for some Armenian garrisons to prevent unit doubling
Armoured Horse Archers swapped for Parthian Horse Archers for some garrisons to prevent unit doubling
Fix for garrisons of tier III/IV infantry barracks for Armenia and Parthia being reversed
Median Cavalry removed from Seleucid infantry building garrisons
Persian Cavalry removed from infantry building garrisons
Swapped Iberian Skirmishers for Iberian Slingers in city/town garrisons
Added missing Steppe Axes Dieres, Tetreres and Hexeres to garrisons
Added Lusitani Noble Raider to level IV military port garrisons
Eastern Archers added to Media Atropatene roster to fix garrison issues
Added Dacian Spears to Odrysian Kingdom unit roster

UI



Added a new theme selection option to the title screen.

Campaign



Reduced zone-of-control size for forces and cities from 5 to 3.5
Adjusted ruling political party influence boost granted by higher level Imperium to confer more of an effect; the text for these bonuses have been changed as well
All resource building chains now give a global bonus to all regions:

Amber: trade tariffs (faction)
Dyes: happiness (all provinces)
Grain: food (all regions)
Leather: manufacturing (all regions)
Iron: shield/armour/weapons upgrades (all provinces)
Horses: horse upgrades (all provinces)
Lead: sanitation (all provinces)
Marble: building cost reduction (all regions)
Timber: ship hull upgrades (all sea regions)
Silk: commerce (all regions)
Wine: happiness (all provinces)
Glass: research (faction)
Olives: agriculture (all regions)
Gold: mining (all provinces)




Cultural and Faction Trait updates

GRAND CAMPAIGN
Rome


Cultural Traits:

Legions: +2 recruitment slots in all provinces
Marching Orders: +15% movement distance for all armies




House of Julia

Barbarian Subduers: +20% melee attack during battles against Barbarian tribes
Romanisation: +4 to cultural conversion




House of Junia

Agrarian Wisdom: +30% wealth from agricultural buildings
Founding Fathers: Public order bonus (maximum of +4) from presence of Latin culture




House of Cornelia

Cultural Assimilation: -50% public order penalties due to presence of foreign cultures
All Will Serve: -50% upkeep cost for all auxiliary units


Carthage


Cultural Traits

Mercenary Armies: -25% mercenary upkeep costs
Phoenician Trade Heritage: +15% wealth from all commerce buildings




Barcid Dynasty

Pioneers: +15% movement range for all armies and fleets
Loyal Troops: +15% morale for all mercenary units




Hannonid Dynasty

Statesmen: Major diplomatic bonus with all factions
Administrators: +5% tax rate




Magonid Dynasty

Iron Fists: -50% resistance to foreign occupation
Phoenician Prowess: +3 experience ranks for ship recruits


Balkan Tribes


Cultural Traits

Mercenary Armies: +50% mercenary upkeep costs
Promise of Loot: -50% mercenary recruitment costs




Odrysian Kingdom

Looters: +100% income from sacking and raiding
Deadly Aim: +2 experience ranks for missile recruits




Getae

Fierce Independence: +20% melee attack in own or allied territory
Our Gods: Public order bonus (maximum of +8) from presence of Balkan culture




Ardiaei

Pirates: +250% income from raiding
Expert Seafarers: +2 recruitment slots in all ports




Tylis

Plunderers: +150% income from sacking
Live by the Sword: +2 experience ranks for infantry recruits


Gallic Tribes


Cultural Traits

Gallic Horsemanship: +20% melee attack for all cavalry
Warrior Society: +2 public order for every war




Boii

Migratory Urges: -75% to building conversion costs
Conquerors: +15% morale for all units during battles in foreign territory




Arverni

Gallic Craftsmanship: +20% wealth from all industrial buildings
Tribal Hegemonists: Moderate diplomatic bonus with all Barbarian tribes




Nervii

Ambushers: +50% chance of successfully launching an ambush
National Courage: +20% melee attack in own or allied territory




Galatia

Plunderers: +100% income from raiding and sacking
Gallo-Graeci: Moderate diplomatic bonus with all Hellenic factions


Successor Kingdoms


Cultural Traits

Successor Conflicts: Major diplomatic penalty with all Hellenic factions
Alexander's Legacy: -50% resistance to foreign occupation




Seleucid

Satrapies: Increased number of levy units available from satrapies
Royal Estates: +20% wealth from agricultural buildings




Egypt

Ptolemaic Enlightenment: +20% research rate
Nile Valley: +1 food in all regions




Macedon

Thessalian Pride: +20% charge bonus for all cavalry units
Barbarian Subduers: +20% melee attack during battles against Barbarian tribes




Baktria

Silk Road: +20% wealth from all commerce buildings
Multiculturalism: Public order bonus (maximum of +8) from presence of other cultures


Greek States


Cultural Traits

Independence: +20% melee defence during battles in own or allied territory
Classical Heritage: +4 to cultural conversion




Massilia

Great Traders: +20% wealth from all commerce buildings
Local Dominance: Minor diplomatic bonus with all factions




Sparta

Helot Repression: -50% slave unhappiness
Spartiate Warriors: +3 experience ranks for Spartan infantry recruits




Athens

Cultural Centre: +20% wealth from culture
Naval Prowess: +3 experience ranks for Athenian ship recruits




Epirus

Village Confederation: +20% wealth from minor settlements
Guardians of Dodona: Public order bonus (maximum of +4) from presence of Hellenic culture




Syracuse

Archimede's Eureka: +20% research rate
Flowering Culture: +20% wealth from culture


Iberian Tribes


Cultural Traits

Scouts: Increased chance for all characters to discover hidden agents and armies
Warrior People: +4 public order from presence of an army in a province




Lusitani

Ambushers: +50% chance of successfully launching an ambush
Mighty Warriors: +2 experience for all infantry recruits




Arevaci

Horsemanship: -20% recruitment cost for all cavalry units
One People: Major diplomatic bonus with all Iberian factions


Nomadic Tribes


Cultural Traits

Horde: +3 recruitment slots in home province
Marauders: +50% income from raiding and sacking




Roxolani

Peregrine Conquerors: +20% melee attack during battles in foreign territory
Migrant Traders: +15% wealth from all commerce buildings




Massagetae

Pastoral Lifestyle: +40% wealth from livestock buildings
Tribal Ferocity: +15% morale in own or allied territory




Royal Scythia

Archery Masters: +25% ammunition for all units
Scythian Craftsmanship: +15% wealth from all industrial buildings


Eastern Empires


Cultural Traits

Great Marksmen: +25% ammunition for all units
Secret Police: Increased security against agents in all provinces




Parthia

Cavalry Masters: -25% recruitment cost for all cavalry units
Multiculturalism: -25% public order due to presence of foreign cultures




Armenia

Proud People: +20% morale for all units during battles in own territory
Bridge Builders: Minor diplomatic bonus with all Hellenistic and Eastern factions




Pontus

Shrewd Operators: -50% all agent action costs
Philhellenes: Moderate diplomatic bonus with all Hellenic factions


Black Sea Colonies


Cultural Traits

Rulers of Foreign Lands: -50% public order penalties due to presence of foreign cultures
Greek Hearts: +15% morale when fighting in own or allied territory




Pergamon

Great Builders: -25% building construction costs
Town Growth: +4 growth in all regions




Cimmeria

Bosporian Fertile Lands: +25% wealth from agricultural buildings
Nomadic Archers: +25% ammunition for all units




Colchis

Trade Crossroads: +15% wealth from all trade agreements
Golden Legacy: +2 Hellenic cultural influence in all provinces


Brittanic Tribes


Cultural Traits

Heroic Culture: +20% charge bonus in battles when attacking
Warrior Society: +2 public order for every war




Iceni

Pastoral Ways: +20% wealth from all agricultural buildings
Cultural Aspirations: Moderate diplomatic bonus with all non-barbarian tribes


Germanic Tribes


Cultural Traits

Terrors of the Night: Can always choose to fight night battles
Warrior Society: +2 public order for every war




Suebi

Tribal Conquerors: +20% melee attack during battles against Barbarian tribes
Marauders: +100% income from raiding and sacking



IMPERATOR AUGUSTUS CAMPAIGN
Romans


Cultural Traits

Legions: +2 recruitment slots in all provinces
One Ruler: All Roman factions share a major diplomatic penalty with all other Roman factions




Lepidus' Rome

Agrarian Wisdom: +30% wealth from agricultural buildings
Administrators: +5% tax rate




Octavian's Rome

Barbarian Subduers: +20% melee attack during battles against Barbarian tribes
Romanisation: +4 to cultural conversion




Antony's Rome

Cultural Assimilation: -50% public order penalties due to presence of foreign cultures
All Will Serve: -50% upkeep cost for all auxiliary units




Pompey's Rome

Expert Seafarers: +2 recruitment slots in all ports
Pioneers: +15% movement range for all armies and fleets


Eastern Empires


Cultural Traits

Great Marksmen: +25% ammunition for all units
Secret Police: Increased security against agents in all provinces




Parthia

Cavalry Masters: -25% recruitment cost for all cavalry units
Multiculturalism: -25% public order due to presence of foreign cultures




Armenia

Proud People: +20% morale for all units during battles in own territory
Bridge Builders: Minor diplomatic bonus with all Hellenistic and Eastern factions


Balkan Tribes


Cultural Traits

Mercenary Armies: +50% mercenary upkeep costs
Promise of Loot: -50% mercenary recruitment costs




Dacia

Fierce Independence: +20% melee attack in own or allied territory
Our Gods: Public order bonus (maximum of +8) from presence of Balkan culture


Successor Kingdoms


Cultural Traits

Greek Hearts: +15% morale when fighting in own or allied territory
Alexander's Legacy: -50% resistance to foreign occupation




Egypt

Ptolemaic Enlightenment: +20% research rate
Nile Valley: +1 food in all regions


Brittanic Tribes


Cultural Traits

Heroic Culture: +20% charge bonus in battles when attacking
Warrior Society: +2 public order for every war




Iceni

Pastoral Ways: +20% wealth from all agricultural buildings
Cultural Aspirations: Moderate diplomatic bonus with all non-barbarian tribes


Germanic Tribes


Cultural Traits

Terrors of the Night: Can always choose to fight night battles
Warrior Society: +2 public order for every war




Marcomanni

Tribal Conquerors: +20% melee attack during battles against Barbarian tribes
Marauders: +100% income from raiding and sacking



CAESAR IN GAUL CAMPAIGN
Roman


Cultural Traits

Legions: +2 recruitment slots in all provinces
Marching Orders: +15% movement distance for all armies




Rome

Paragons of Civilisation: +15% morale during battles in neutral or enemy territory
Romanisation: +2 to cultural conversion


Gallic Tribes


Cultural Traits

Gallic Horsemanship: +15% melee attack for all cavalry
Warrior Society: +2 public order for every war




Arverni

Gallic Hegemonists: Major diplomatic bonus with all Celtic tribes
Champions of Gaul: +15% melee attack during battles in own or allied territory




Nervii

Ambushers: +50% chance of successfully launching an ambush
Bravest of the Belgae: +15% morale during battles in own or allied territory


Germanic Tribes


Cultural Traits

Terrors of the Night: Can always choose to fight night battles
Warrior Society: +2 public order for every war




Suebi

Invaders from Germania: +20% melee attack during battles in neutral or enemy territory
Marauders: +100% income from raiding and sacking



HANNIBAL AT THE GATES CAMPAIGN
Carthaginians


Cultural Traits

Mercenary Armies: -25% mercenary upkeep costs
Trade Heritage: +15% wealth from all commerce buildings




Carthage

Strategic Effort: +15% movement range for all armies and fleets
The Great Enemy: Major diplomatic penalty with all Latin factions


Romans


Cultural Traits

Legions: +2 recruitment slots in all provinces
Marching Orders: +15% movement distance for all armies




Rome

Carthago Delenda Est: Major diplomatic penalty with all Punic factions
Agrarian Wisdom: +30% wealth from agricultural buildings


Greek States


Cultural Traits

Independence: +20% melee defence during battles in own or allied territory
Classical Heritage: +4 to cultural conversion




Syracuse

Archimede's Eureka: +20% research rate
Flowering Culture: +20% wealth from culture


Iberian Tribes


Cultural Traits

Scouts: Increased chance for all characters to discover hidden agents and armies
Warrior People: +4 public order from presence of an army in a province




Lusitani

Ambushers: +50% chance of successfully launching an ambush
Mighty Warriors: +2 experience for all infantry recruits






Arevaci
Horsemanship: -20% recruitment cost for all cavalry units
One People: Major diplomatic bonus with all Iberian factions



WRATH OF SPARTA
Greek States


Cultural Traits

Slaves: -85% reduction in unrest caused by slaves but also income generated by them
Slaves: 50% reduction in slave population decline




Athenai

Wooden Wall: +2 recruitment slots in all ports
Dreams of Empire: -10 happiness in all regions




Sparta

Helots: +100% wealth from slaves
Spartiate: +3 experience ranks for all Spartan units




Boiotian League

Rising Military: +15% morale for all units
Rival of Athens: Moderate diplomatic penalty with all Ionian factions




Korinthos

Love of Aphrodite: +4 growth in all regions
Maritime Heritage: +15% ship battle speed

Crandar
07-10-2015, 22:09
I was also surprised.
My guess is that after the release of Belisarius DLC, they had some free time to fix the pressing issues of Mac, together with some minor tweaks.

However, the feedback from the beta-testing is mostly negative. Apart from the regular ranting concerning outdated mods, it seems that the new patch has caused a significant decrease of performance.
Let's wait and see, perhaps Creative Assembly will fix the problems, when the actual patch is released.

Hooahguy
07-10-2015, 22:23
Ive been hearing the same thing as well regarding a massive framerate hit, though otherwise Ive been hearing positive things. Maybe CA will fix the framerate issue and all will be good. Which reminds me I ought to get back to my AAR.

hoom
07-26-2015, 11:58
Hooray!
But uh is that a 1.4GB patch O_o

The patchnotes don't seem to indicate need to be that big...


Texture quality is now based on the available memory on the machine instead of the graphics settings selectedThis struck me as likely to hurt performance for people who don't already run max settings.

easytarget
07-26-2015, 16:56
Sounds a bit like the return of the incredibly stupid approach CA took with S2 when no matter what graphics settings you picked the game decided for itself where to set them.

Forcing users to manually edit the VRAM setting in the preferences file just to get max settings back. I'd really love to hear CA try and rationalize why they think taking this choice away from the user, in the case of S2 w/o telling them, is a good a idea.

But honestly, who cares at this point, CA and the TW franchise in particular jumped the shark (much like this phrase itself) awhile ago in my opinion and I don't believe they honestly know themselves what to do with a franchise that has basically played itself out, witness the floundering exhibited by taking on a fantasy subject with Warhammer.

I mean seriously, how many times can you actually make the same game and expect people to buy it? Personally I could care less if CA ever made another TW title. There's so much else out to play from indies that at least try occasionally do something creative, so wtf would I just keep playing the same game?! Rhetorical question of course, I won't and I'm not.

Hooahguy
08-20-2015, 17:14
Patch 17 is now live, link to patch notes (http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_17).


Total War: ROME II - Emperor Edition – Patch 17

Technical and Performance Issues



Audio mods will need to be updated from Patch 17 forward, to support Wwise v2014.1.3 a guide and example can be found here:http://wiki.totalwar.com/w/Wwise_-_Audio_Modding
Texture quality is now based on the available memory on the machine instead of the graphics settings selected
Improved the games automatic detection of graphics settings based on Mac hardware
Increased the default screen resolution aspect ratio from 4:3 to 16:9 on Mac
Optimised campaign memory usage in the Mac App Store version of the game, by loading less campaign character / general models into campaigns where they are not needed
Fixed a bug where preferences including campaign difficulty were not being saved correctly in the Mac App Store version of the game
The difficulty slider on the faction selection screen will now set the difficulty correctly in the Mac App Store version of the game
Fixed some unintentional motion blur while looking at the sky in battles on Mac
Fixed a crash when changing the Unlimited Video Memory option while in battle on Mac
Fixed a bug where the game would not launch in windowed mode, and stalled before the legal screen on certain iMacs
Fixed erroneous unit banner shadows on Mac during battle, which looked like black crosses, and could fill the screen when zoomed in
Improved Heat Haze effects in battle when distortion effects are enabled in Mac versions.

Buildings



Tier III and IV Toutatis temples now give correct +4 bonus to Celtic cultural influence
Fix for multiple issues where some effects for buildings were better when damaged
Changed the building cost reduction bonus for the Marble Chain to be restricted to the province only, and made Happiness Bonus global to prevent the player from make money from constructing buildings.

Campaign



Corrected sub-culture of Colchian civil war faction
Dahae are now set to the correct military group in the Imperator Augustus campaign
Added hidden agent security bonuses in cities for Black Sea factions
Added missing faction mercenaries for Arevaci and Lusitani
Swapped Formidable Swordsmen army tradition for the Ardiaei to Formidable Spearmen, and Light Cavalry Masters for Cavalry Masters
The Dignitary Civil Administration skill now works correctly
Added Sarmatian Royal Lancers as a general’s unit option for the Roxolani
Increased chance of subjects, incidents, dilemmas, and missions occurring

Units



Mercenary Horse Skirmishers cost changed to 390 to match non-mercenary version of the unit
Corrected shield type for Bactrian Hillmen
Auxiliary and Mercenary Parthian Horse Archers given correct weapon to match missile damage of non-mercenary version
Illyrian Thureos Spears changed to match the 360 mentioned in previous patch notes
Weight of Legionary Cavalry is consistent across all variants of that unit and cost adjusted to 620 to match Imperator Augustus version of unit
Auxiliary and Mercenary Bactrian Light Horse changed from light to medium to match regular version of the unit
Removed unit caps from elite naval units
Fix for some units not being hooked up to the correct unit sets which prevented them from getting various bonuses (Illyrian Noble Hoplites not getting spearmen related bonuses for example)
Fix for some units being put into incorrect unit sets which prevented them from getting various bonuses (Illyrian Noble Hoplites not getting spearmen related bonuses for example)
Added Hoplite Wall ability to Auxiliary Greek Hoplites to match the regular version of the unit
Added precusor javelins to Mercenary Spear Band to match the regular version of the unit
Corrected inconsistencies between different versions of Cappadocian Cavalry
Gorgo's Skirmishers rapid volley ability swapped for quick reload
The following units displayed weight now matches the weight of the entity used by the unit:

Bactrian Light Horse (light)
Ambushers (light)
Briton Scout Riders (light)
Libyan Peltasts (medium)
Late Libyan Hoplites (medium)
Axe Warriors (medium)
Celtic Warriors (light)
Galatian Spears (medium)
Gallic Hunters (very light)
Gallo-Thracian Infantry (medium)
Levy Freemen (light)
Naked Spears (light)
Naked Swords (light)
Naked Warriors (light)
Spear Warriors (medium)
Tribal Warriors (very heavy)
Veteran Spears (very heavy)
Armoured Spears (heavy)
Heavy Bowmen (light)
Heavy Skirmishers (light)
Heavy Spears (medium)
Dacian Skirmishers (light)
Horse Skirmishers (very light)
Noble Horse Archers (very heavy)
Elite Persian Archers (very light)
Pontic Swordsmen (heavy)
Nubian Spears (light)
Egyptian Pikemen (medium)
Bloodsworn (light)
Club Levy (light)
Hex-Bearers (light)
Horse Runners (very light)
Night Hunters (light)
Round Shield Swordsmen (light)
Spear Brothers (light)
Spear Levy (light)
Spear Wall (light)
Spearwomen (light)
Sword Masters (medium)
Wodanaz Spears (light)
Germanic Youths (very light)
Agrianian Axemen (medium)
Cimmerian Heavy Archers (light)
Levy Thureos Spears (light)
Light Hoplites (light)
Light Peltasts (very light)
Massilian Cavalry (medium)
Militia Hoplites (very heavy)
Periokoi Hoplites (very heavy)
Picked Peltasts (light)
Royal Peltasts (heavy)
Scythian Hoplites (heavy)
Spartan Hoplites (super heavy)
Spartan Pikemen (super heavy)
Spartan Youths (medium)
Lusitani Guerillas (medium)
Lusitani Spearmen (medium)
Painted Warriors (medium)
Scutarii Spearmen (medium)
Scutarii (medium)
Illyrian Thureos Spears (light)
Mercenary Leopard Warriors (light)
Mercenary Kushite Shieldwomen (light)
Mercenary Numidian Noble Cavalry (medium)
Mercenary Parthian Horse Archers (light)
Eagle Cohort (heavy)
First Cohort (heavy)
Gladiatricies (light)
Spear Gladiatricies (light)
Hastati (medium)
Steppe Spearmen (light)
Saka Cataphract Horse Archers (very heavy)
Thracian Peltasts (light)


Recruitment/Custom Battles



Colchian Nobles now recruitable from tier IV barracks
Scythian Hoplites recruitable from tier III barracks
Axe Warriors recruitable from tier III barracks for Massilia
Fix for Cimmeria not being able to recruit Penteres naval units
Fix for Painted Ones and Naked Warriors not being recruitable from tier III proving grounds
Fix for Raiding Horsemen not being recruitable from tier IV horse recruitment buildings
Rhodos can now recruit Rhodian Slingers in the campaign
Removed Scorpion units from custom battles, Tylis given correct Dacian Cheiroballista
Swapped Germanic ships in Massilia custom battle roster for correct Greek ships
Swapped some Peltast ships to correct Milita Hoplite ones for Athens and *Syracuse in custom battles, also made them recruitable in campaign
Added in Bactrian Hillmen ship to Baktria for custom battles
Seleucid Eastern Spearmen added to Seleucid custom battle roster
Added missing ships to tier III and IV military ports for Armenia
Fix for Axemen for Colchis not being recruitable from tier III barracks
Thracian Peltasts changed to be recruitable from all Artisan buildings
Corrected naval units available for Parthia in custom battles
Changed Thracian Warriors to be available from tier II bronze buildings and up
Greek Slingers removed from Seleucid roster leaving them with Eastern Slingers
Raiding Hemolia added to Colchis custom battle roster Eastern Spearmen *Firepot Dieres removed from Colchis roster as they have Peltast Fireport Dieres as well
Added in Polybolos for Egypt in custom battles
Fix for some factions in custom battle not being able to use Cheiroballista or Polybolos in siege defences

Garrisons



Fix for Odrysian Kingdom, Nervii, Arevaci, Tylis, Galatia, Suebi and Ardiaei losing garrison units when upgrading to tier III horse recruitment building
Fix for Nervii having no garrisons for tier III and IV bronze buildings
Fix for missing naval garrison units for Cimmeria
Fix for missing garrison units from tier III and IV light barracks for Cimmeria
Removed Thorax Hoplites from garrisons to fix issue where Athens and Sparta were gaining an extra unit in their garrisons
Fix for Tylis losing garrison units when upgrading from tier II to tier III Bronzeworker
Added Spartan Pikemen as an elite unit for Spartan garrisons
Added Tribal Garrison unit to Odrysian Kingdom garrisons
Fix for Getae garrisons decreasing in size when certain unit upgrades were researched
Added Sword Followers to Boii garrisons from tier III and IV bronze buildings
Fix for Colchis early barracks garrisons being stronger than other factions
Celtic Slingers replace Celtic Bowmen in garrisons
Added Kartli Axemen Tetreres to tier III and IV military port garrisons
Egyptian Slinger Trieres added to tier IV harbour garrison for Egypt
Greek Milita Hoplite Dieres added to tier II harbour garrisons for Athens, Macedon, Syracuse
Replaced Thracian Warriors with Thracian Peltasts in some garrisons
Persian Cavalry swapped for Eastern Horse Archers for some Armenian garrisons to prevent unit doubling
Armoured Horse Archers swapped for Parthian Horse Archers for some garrisons to prevent unit doubling
Fix for garrisons of tier III/IV infantry barracks for Armenia and Parthia being reversed
Median Cavalry removed from Seleucid infantry building garrisons
Persian Cavalry removed from infantry building garrisons
Swapped Iberian Skirmishers for Iberian Slingers in city/town garrisons
Added missing Steppe Axes Dieres, Tetreres and Hexeres to garrisons
Added Lusitani Noble Raider to level IV military port garrisons
Eastern Archers added to Media Atropatene roster to fix garrison issues
Added Dacian Spears to Odrysian Kingdom unit roster
Corrected Baktria multiculturalism bonus to be 8 rather than 4.

UI



Added a new theme selection option to the title screen.

Campaign



Reduced zone-of-control size for forces and cities from 5 to 3.5
Adjusted ruling political party influence boost granted by higher level Imperium to confer more of an effect; the text for these bonuses have been changed as well
All resource building chains now give a global bonus to all regions:

Amber: trade tariffs (faction)
Dyes: happiness (all provinces)
Grain: food (all regions)
Leather: manufacturing (all regions)
Iron: shield/armour/weapons upgrades (all provinces)
Horses: horse upgrades (all provinces)
Lead: sanitation (all provinces)
Marble: now provides a happiness bonus in all provinces
Timber: ship hull upgrades (all sea regions)
Silk: commerce (all regions)
Wine: happiness (all provinces)
Glass: research (faction)
Olives: agriculture (all regions)
Gold: mining (all provinces)


Cultural and Faction Trait updates

GRAND CAMPAIGN
Rome


Cultural Traits:

Legions: +2 recruitment slots in all provinces
Marching Orders: +15% movement distance for all armies




House of Julia

Barbarian Subduers: +20% melee attack during battles against Barbarian tribes
Romanisation: +4 to cultural conversion




House of Junia

Agrarian Wisdom: +30% wealth from agricultural buildings
Founding Fathers: Public order bonus (maximum of +4) from presence of Latin culture




House of Cornelia

Cultural Assimilation: -50% public order penalties due to presence of foreign cultures
All Will Serve: -50% upkeep cost for all auxiliary units


Carthage


Cultural Traits

Mercenary Armies: -25% mercenary upkeep costs
Phoenician Trade Heritage: +15% wealth from all commerce buildings




Barcid Dynasty

Pioneers: +15% movement range for all armies and fleets
Loyal Troops: +15% morale for all mercenary units




Hannonid Dynasty

Statesmen: Major diplomatic bonus with all factions
Administrators: +5% tax rate




Magonid Dynasty

Iron Fists: -50% resistance to foreign occupation
Phoenician Prowess: +3 experience ranks for ship recruits


Balkan Tribes


Cultural Traits

Mercenary Armies: +50% mercenary upkeep costs
Promise of Loot: -50% mercenary recruitment costs




Odrysian Kingdom

Looters: +100% income from sacking and raiding
Deadly Aim: +2 experience ranks for missile recruits




Getae

Fierce Independence: +20% melee attack in own or allied territory
Our Gods: Public order bonus (maximum of +8) from presence of Balkan culture




Ardiaei

Pirates: +250% income from raiding
Expert Seafarers: +2 recruitment slots in all ports




Tylis

Plunderers: +150% income from sacking
Live by the Sword: +2 experience ranks for infantry recruits


Gallic Tribes


Cultural Traits

Gallic Horsemanship: +20% melee attack for all cavalry
Warrior Society: +2 public order for every war




Boii

Migratory Urges: -75% to building conversion costs
Conquerors: +15% morale for all units during battles in foreign territory




Arverni

Gallic Craftsmanship: +20% wealth from all industrial buildings
Tribal Hegemonists: Moderate diplomatic bonus with all Barbarian tribes




Nervii

Ambushers: +50% chance of successfully launching an ambush
National Courage: +20% melee attack in own or allied territory




Galatia

Plunderers: +100% income from raiding and sacking
Gallo-Graeci: Moderate diplomatic bonus with all Hellenic factions


Successor Kingdoms


Cultural Traits

Successor Conflicts: Major diplomatic penalty with all Hellenic factions
Alexander's Legacy: -50% resistance to foreign occupation




Seleucid

Satrapies: Increased number of levy units available from satrapies
Royal Estates: +20% wealth from agricultural buildings




Egypt

Ptolemaic Enlightenment: +20% research rate
Nile Valley: +1 food in all regions




Macedon

Thessalian Pride: +20% charge bonus for all cavalry units
Barbarian Subduers: +20% melee attack during battles against Barbarian tribes




Baktria

Silk Road: +20% wealth from all commerce buildings
Multiculturalism: -100% public order penalties due to presence of foreign cultures


Greek States


Cultural Traits

Independence: +20% melee defence during battles in own or allied territory
Classical Heritage: +4 to cultural conversion




Massilia

Great Traders: +20% wealth from all commerce buildings
Local Dominance: Minor diplomatic bonus with all factions




Sparta

Helot Repression: -50% slave unhappiness
Spartiate Warriors: +3 experience ranks for Spartan infantry recruits




Athens

Cultural Centre: +20% wealth from culture
Naval Prowess: +3 experience ranks for Athenian ship recruits




Epirus

Village Confederation: +20% wealth from minor settlements
Guardians of Dodona: Public order bonus (maximum of +4) from presence of Hellenic culture




Syracuse

Archimede's Eureka: +20% research rate
Flowering Culture: +20% wealth from culture


Iberian Tribes


Cultural Traits

Scouts: Increased chance for all characters to discover hidden agents and armies
Warrior People: +4 public order from presence of an army in a province




Lusitani

Ambushers: +50% chance of successfully launching an ambush
Mighty Warriors: +2 experience for all infantry recruits




Arevaci

Horsemanship: -20% recruitment cost for all cavalry units
One People: Major diplomatic bonus with all Iberian factions


Nomadic Tribes


Cultural Traits

Horde: +3 recruitment slots in home province
Marauders: +50% income from raiding and sacking




Roxolani

Peregrine Conquerors: +20% melee attack during battles in foreign territory
Migrant Traders: +15% wealth from all commerce buildings




Massagetae

Pastoral Lifestyle: +40% wealth from livestock buildings
Tribal Ferocity: +15% morale in own or allied territory




Royal Scythia

Archery Masters: +25% ammunition for all units
Scythian Craftsmanship: +15% wealth from all industrial buildings


Eastern Empires


Cultural Traits

Great Marksmen: +25% ammunition for all units
Secret Police: Increased security against agents in all provinces




Parthia

Cavalry Masters: -25% recruitment cost for all cavalry units
Multiculturalism: -25% public order due to presence of foreign cultures




Armenia

Proud People: +20% morale for all units during battles in own territory
Bridge Builders: Minor diplomatic bonus with all Hellenistic and Eastern factions




Pontus

Shrewd Operators: -50% all agent action costs
Philhellenes: Moderate diplomatic bonus with all Hellenic factions


Black Sea Colonies


Cultural Traits

Rulers of Foreign Lands: -50% public order penalties due to presence of foreign cultures
Greek Hearts: +15% morale when fighting in own or allied territory




Pergamon

Great Builders: -25% building construction costs
Town Growth: +4 growth in all regions




Cimmeria

Bosporian Fertile Lands: +25% wealth from agricultural buildings
Nomadic Archers: +25% ammunition for all units




Colchis

Trade Crossroads: +15% wealth from all trade agreements
Golden Legacy: +2 Hellenic cultural influence in all provinces


Brittanic Tribes


Cultural Traits

Heroic Culture: +20% charge bonus in battles when attacking
Warrior Society: +2 public order for every war




Iceni

Pastoral Ways: +20% wealth from all agricultural buildings
Cultural Aspirations: Moderate diplomatic bonus with all non-barbarian tribes


Germanic Tribes


Cultural Traits

Terrors of the Night: Can always choose to fight night battles
Warrior Society: +2 public order for every war




Suebi

Tribal Conquerors: +20% melee attack during battles against Barbarian tribes
Marauders: +100% income from raiding and sacking



IMPERATOR AUGUSTUS CAMPAIGN
Romans


Cultural Traits

Legions: +2 recruitment slots in all provinces
One Ruler: All Roman factions share a major diplomatic penalty with all other Roman factions




Lepidus' Rome

Agrarian Wisdom: +30% wealth from agricultural buildings
Administrators: +5% tax rate




Octavian's Rome

Barbarian Subduers: +20% melee attack during battles against Barbarian tribes
Romanisation: +4 to cultural conversion




Antony's Rome

Cultural Assimilation: -50% public order penalties due to presence of foreign cultures
All Will Serve: -50% upkeep cost for all auxiliary units




Pompey's Rome

Expert Seafarers: +2 recruitment slots in all ports
Pioneers: +15% movement range for all armies and fleets


Eastern Empires


Cultural Traits

Great Marksmen: +25% ammunition for all units
Secret Police: Increased security against agents in all provinces




Parthia

Cavalry Masters: -25% recruitment cost for all cavalry units
Multiculturalism: -25% public order due to presence of foreign cultures




Armenia

Proud People: +20% morale for all units during battles in own territory
Bridge Builders: Minor diplomatic bonus with all Hellenistic and Eastern factions


Balkan Tribes


Cultural Traits

Mercenary Armies: +50% mercenary upkeep costs
Promise of Loot: -50% mercenary recruitment costs




Dacia

Fierce Independence: +20% melee attack in own or allied territory
Our Gods: Public order bonus (maximum of +8) from presence of Balkan culture


Successor Kingdoms


Cultural Traits

Greek Hearts: +15% morale when fighting in own or allied territory
Alexander's Legacy: -50% resistance to foreign occupation




Egypt

Ptolemaic Enlightenment: +20% research rate
Nile Valley: +1 food in all regions


Brittanic Tribes


Cultural Traits

Heroic Culture: +20% charge bonus in battles when attacking
Warrior Society: +2 public order for every war




Iceni

Pastoral Ways: +20% wealth from all agricultural buildings
Cultural Aspirations: Moderate diplomatic bonus with all non-barbarian tribes


Germanic Tribes


Cultural Traits

Terrors of the Night: Can always choose to fight night battles
Warrior Society: +2 public order for every war




Marcomanni

Tribal Conquerors: +20% melee attack during battles against Barbarian tribes
Marauders: +100% income from raiding and sacking



CAESAR IN GAUL CAMPAIGN
Roman


Cultural Traits

Legions: +2 recruitment slots in all provinces
Marching Orders: +15% movement distance for all armies




Rome

Paragons of Civilisation: +15% morale during battles in neutral or enemy territory
Romanisation: +2 to cultural conversion


Gallic Tribes


Cultural Traits

Gallic Horsemanship: +15% melee attack for all cavalry
Warrior Society: +2 public order for every war




Arverni

Gallic Hegemonists: Major diplomatic bonus with all Celtic tribes
Champions of Gaul: +15% melee attack during battles in own or allied territory




Nervii

Ambushers: +50% chance of successfully launching an ambush
Bravest of the Belgae: +15% morale during battles in own or allied territory


Germanic Tribes


Cultural Traits

Terrors of the Night: Can always choose to fight night battles
Warrior Society: +2 public order for every war




Suebi

Invaders from Germania: +20% melee attack during battles in neutral or enemy territory
Marauders: +100% income from raiding and sacking



HANNIBAL AT THE GATES CAMPAIGN
Carthaginians


Cultural Traits

Mercenary Armies: -25% mercenary upkeep costs
Trade Heritage: +15% wealth from all commerce buildings




Carthage

Strategic Effort: +15% movement range for all armies and fleets
The Great Enemy: Major diplomatic penalty with all Latin factions


Romans


Cultural Traits

Legions: +2 recruitment slots in all provinces
Marching Orders: +15% movement distance for all armies




Rome

Carthago Delenda Est: Major diplomatic penalty with all Punic factions
Agrarian Wisdom: +30% wealth from agricultural buildings


Greek States


Cultural Traits

Independence: +20% melee defence during battles in own or allied territory
Classical Heritage: +4 to cultural conversion




Syracuse

Archimede's Eureka: +20% research rate
Flowering Culture: +20% wealth from culture


Iberian Tribes


Cultural Traits

Scouts: Increased chance for all characters to discover hidden agents and armies
Warrior People: +4 public order from presence of an army in a province




Lusitani

Ambushers: +50% chance of successfully launching an ambush
Mighty Warriors: +2 experience for all infantry recruits






Arevaci

Horsemanship: -20% recruitment cost for all cavalry units
One People: Major diplomatic bonus with all Iberian factions



WRATH OF SPARTA
Greek States


Cultural Traits

Slaves: -85% reduction in unrest caused by slaves but also income generated by them
Slaves: 50% reduction in slave population decline




Athenai

Wooden Wall: +2 recruitment slots in all ports
Dreams of Empire: -10 happiness in all regions




Sparta

Helots: +100% wealth from slaves
Spartiate: +3 experience ranks for all Spartan units




Boiotian League

Rising Military: +15% morale for all units
Rival of Athens: Moderate diplomatic penalty with all Ionian factions




Korinthos

Love of Aphrodite: +4 growth in all regions
Maritime Heritage: +15% ship battle speed

hoom
08-24-2015, 07:22
I guess thats the last patch then :bow:
http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_Notes doesn't say anything about a Patch 18.

I wonder if those unit weight changes are just display or if heavy units will be able to push back light units now?

I'm not super keen on removal of Elite unit caps, if anything there needs to be a bunch of added unit caps for Elite units.

hoom
03-24-2018, 03:25
For the record Power & Politics update patchnotes https://www.totalwar.com/blog/empire-divided-power-politics-faq
I want to keep Rome II as it is, despite the update!

If you want to avoid this update to keep your mods working or you just want to stay on the version on Total War: ROME II you’ve been playing up until now, follow these steps:

Open Steam and select Total War: Rome II in your library
Right click Rome II and select properties
Open the ‘Betas’ tab
In the drop down menu, select the ‘patch_17’ option
Steam will download your update and the name of Total War: ROME II on your Steam library will end with [patch_17]


Power and Politics Patch Notes


The new political system builds up on the old one and introduces several new elements. The main goals are:



To allow the player to exercise direct impact on the campaign gameplay through the political system.
To allow for well-defined civil wars through the new loyalty statistic and party areas of influence.
To add variety in gameplay for different factions and/or government types.



Political parties, influence and loyalty

Each political party in your empire will have two main properties – influence and loyalty. Influence is carried over from the old system and loyalty shows how satisfied they are with the ruling party.
Loyalty will increase or decrease as a direct result from political or campaign actions.
Low loyalty for any party will result in a chance for a secession or civil war.
New parties may spawn within your political system, based on your imperium level and government type.
A new edict has been added to the game, available to all cultures: Party Loyalty – provides +10 loyalty to the political party controlling the province.



Political parties areas of influence

Each political party in your empire will control a number of provinces, depending on their influence. The more influence a party has, the more provinces it will control. The exact provinces under the control of each party are automatically assigned by an algorithm that tries to keep all its territories close together.
In case of a secession or civil war, the new faction that spawns will control the provinces that were included in the areas of influence of the seceding parties.
The party areas of influence can be seen from the new filter available in the map screen in the campaign UI.



Political party leaders, important characters, and traits

Political parties have traits that modify the way they gain or lose loyalty. Each party has two traits.
Each political party now has a leader. The leader has one additional trait that acts like a party trait. Therefore, there are three traits in total that affect a party’s loyalty (2 built in the party and 1 more from the leader).
All political characters now have an additional political trait that would take effect only if they became the leader of their party. You can still see the political traits of characters that are not members of the ruling party, so you can plan how to develop them.



Government types and reforms

There are 4 possible government types: Kingdom, League (Union for Barbarian factions), Republic, and Empire, each of them providing different bonuses and penalties (public order, number of edicts, etc.). The Empire archetype provides slightly better bonuses than the other 3, and it is generally the goal of the player to reach that government type, although reforms can be made between all government types at any time.
Each faction can reform their government type at the cost of money and several turns of instability. Reforming a government is done from the Government Overview section in the Politics or Summary tab in the Faction screen.
The Empire government type is available to all cultures; however, the other 3 types are available only to some cultures. For example, barbarians can only reform between Empire, Kingdom and Union (no Republic).
The faction leader is now excluded from the Cursus Honorum system (Secure Promotion). Instead, he now has a unique trait that depends on the player’s government type.



Secessions and Civil Wars

Parties with low loyalty have a chance to start a secession. In case of secession, the territories under the area of influence of the party break off from your empire, creating a new faction in a war with you.
Secessions may turn into civil wars, where all parties join either on your side or on the side of the separatists.
Parties that start a secession or civil war are removed from your political system.



New political actions

There are a number of new political actions that can be done from the Characters tab in the Faction screen in the UI. Some of them now have direct effect on the campaign gameplay and utilize the previously underused statesmen (political characters that are not currently commanding an army).
There are a few new actions that can be taken against entire parties. They are available from the Politics tab in the Faction screen in the UI.
Some of the old political actions have been rebalanced. For example, Secure Promotion can now be used on characters from the non-ruling party as well, as a way to increase their party loyalty.



UI/UX Changes and Improvements

The Factions screen now remembers the last tab opened by the user and it is automatically selected the next time the Factions screen is opened.
Actions taken from the Characters or Politics tab in the Faction screen no longer close the Faction screen, so players can continue performing political actions without having to reopen it.
The Records and Statistics tabs have been combined into a single tab.
The Character tab in the Faction screen received an overhaul and a “Hire Statesman” option has been added so players can now recruit statesmen directly.
An “Open Character Profile” link has been added to the Character portrait on the campaign map that leads to the Character tab, with the character selected. Similarly, a link on the character portrait in its profile leads to the general on the campaign map.
Support for 4K resolution has been added to the game.
UI scaling is now supported.
The web encyclopaedia has been replaced by in-game unit and building information screens.
General and agent skills are now seen in a tree view.
A Campaign filter has been added to the multiplayer/custom battles. Players can now use playable factions from all campaigns in custom and multiplayer battles.
Increased the Grand Campaign maximum camera zoom height.
Added an indicator for active edicts in the province list.



Bug Fixes and Balance Changes

Reduced the number of senators gained or lost from subject dilemmas.
Fixed effects given to some damaged buildings that were more beneficial than the undamaged ones.
Fixed several issues with starting positions of characters and armies in legacy campaigns.
Fixed bonuses from iron and lumber settlements to match their description.
Fixed buildings that unlocked certain units at lower levels but didn’t allow them at higher levels.
Fixed mercenary and auxiliary units that were missing abilities enabled for the original units or had vastly different statistics from the original units.
Fixed unit cards for several units to represent their actual mass.
Fixed several units that had incorrect action points or vision range for their type.
Fixed buildings that provided less garrison units after being upgraded.
Fixed several general skills and army traditions that were providing wrong bonuses.
Fixed the time windows during which several historical characters would appear to better match their real birth and death dates.
Decreased the effectiveness of the Poison Wells and Poison Provisions spy actions.
Changed the effects of grain settlements. They now provide food to regions in their current province and adjacent provinces instead of faction-wide.
Fixed a problem with an unnamed army in the Hannibal at the Gates campaign.
Fixed several visual/UI issues (overlapping text boxes, text being cut out, spilling out, black screen when changing resolution and others)
Corrected various grammar and spelling issues in the UI.
Changed the colour of several effect icons to indicate whether they provide positive or negative effects.
Changed the conditions for the “Hold Your Ground!” achievement. To achieve it, the player needs to successfully defend an encampment without losing more than 10% of their starting force.
Fixed a problem that resulted in duplicate mercenaries being available in some regions in the Hannibal at the Gates campaign.
Disbanding an army no longer wounds agents attached to armies.
Players can no longer exceed their agent cap by manipulating enemy agents.
The Historical Battles of Alesia and Carthago have been rebalanced.
Several issues that were causing crashes have been fixed.
Fixed several effects that provided incorrect bonuses (melee defence, melee attack, shots per minute, and range).
Fixed an issue that was causing incorrect loading screens to be displayed.
Fixed a problem that prevented several factions in the Grand Campaign and Hannibal at the Gates from having a civil war.


And Desert Kingdoms/Female Leaders & hotfix patchnotes https://www.totalwar.com/blog/desert-kingdoms-patch-notes

Hotfix – 20/03/18

– Fixed an issue that caused Assembly Kit to fail processing a campaign.

– Improved the AI behaviour when defending wall breaches.

– Improved the AI behaviour when defending gate breaches.

– Fixed an issue that changed the diplomacy relations with AI factions on old save games.

– Fixed Zenobia’s VO for Diplomacy in Empire Divided.

– Adjusted the skin tone for some of the faction generals (Celtic, Illyrian, Iberian)

– Fixed a problem with Teuta’s model and textures

– Fixed incorrect spawning window dates for historical characters in Wrath of Sparta

New features



Female Leaders

Following in Zenobia’s footsteps, Cleopatra and Teuta are now fully playable as faction leaders and generals, along with custom visuals and voice-over.

Teuta has been added as the leader of the Ardiaei in the Grand Campaign.
Cleopatra has been added as the leader of Egypt in the Imperator Augustus campaign.

Major female characters have been added to all campaigns and all factions. In some cultures, such as Roman and Greek, women occupy social/political roles, while in others, women may be generals and lead armies.
For cultures where women do not hold public offices, there is a special Cursus Honorum path that follows the increase in the influence of women in politics.
There are special events (dilemmas) which portray the trials and tribulations associated with women coming to power in ancient times. Often, tradition and prejudice stood in the way. Such events allow the player to recruit female leaders, or gain other bonuses from parties that would normally oppose such a decision.
Important historical female characters will spawn via special incidents at various times throughout various ROME II campaigns:

Historical Queen Campaign Faction
Berenice III ROME II Grand Campaign Ptolemaic Egypt
Cleopatra II ROME II Grand Campaign Ptolemaic Egypt
Berenice IV ROME II Grand Campaign Ptolemaic Egypt
Cleopatra Thea ROME II Grand Campaign Seleucids
Berenice Phernophorus ROME II Grand Campaign Seleucids
Olympias II ROME II Grand Campaign Epirus
Laodice ROME II Grand Campaign Pontus
Laodice IV ROME II Grand Campaign Pontus
Erato Imperator Augustus Armenia
Musa Imperator Augustus Parthia
Amanitore ROME II Grand Campaign Kush
Shanakhdakheto ROME II Grand Campaign Kush



Faction leaders of opposite gender can now marry as a diplomatic action, significantly strengthening the relations between the two factions.
The basic marriage action now has political implications.



New Resource: Spices

The Spices resource has been added to the Eudaemon and Charmuthas regions of the Arabian Peninsula. Spices give a large bonus to tariff income from trade agreements.



Merge Units button:

A new button allowing the player to merge two selected units of the same type into one has been added to the game.



Guard Mode:

The Guard Mode stance has been reintroduced into battles and players can now again put units into Guard Mode, keeping them in position and preventing them from chasing down enemies.

Guard Mode is disabled when units are on walls.



Mod Filter:

A new Mod Filter tool has been introduced to help players disable all their mods after a new patch is applied to prevent them from breaking the game.



Factions removed from the Grand Campaign:

The following factions have been removed from the Grand Campaign due to the addition of The Sabaean Kingdom and The Kingdom of Kush:

Meroe
Blemmys
Himyar

Those factions can still spawn in the game if the player liberates their original regions.


BUG FIXES

Performance improvements

Removed Ctrl+F1 as a shortcut to take a screenshot. This was undocumented and causes the game to freeze for second which would make it look like an issue.

Optimised the rendering of waypoints in battle

Fixed an issue causing pathfinding spikes when selected player units are on walls during sieges

Fixed an issue causing pathfinding spikes when units are close to walls in sieges

Fixed an issue where selecting a character on the campaign map and then using the mouse to scroll the map would cause the framerate to drop



Unit Animations Fixes:

Fixed issues on club and axe-wielding units sometimes using animations that are meant to be used only with swords (beheadings, stabs, etc).

Fixed the issues with dismembering animations being overused. Enabling Blood and Gore DLC will bump them up in frequency only when a killing blow is executed

Fixed an issue where Admirals would not be present on their ships.



Government Types in Wrath of Sparta:

Changed the government types of Athens and Korinthos in the Wrath of Sparta DLC from Kingdom to Politea, and the government type of the Boiotian League from Kingdom to League.





Starting political party traits:

Most rival political parties will now always start with a certain set of traits to better represent the current political situation and prevent strange cases like the rival party of the Iceni hating easterners, even though they would probably have no way of even knowing them.



Send Diplomat fixes:

Fixed an issue causing the Send Diplomat feature to cause incorrect outcomes that could never result in a critical success. Now with a critical success, the player will get a whole region from the target faction.



Champion Trait: Striking:

The champion trait Striking has been fixed to actually hurt the enemy army.



Scipio Africanus:

Scipio Africanus is once again available in the Hannibal at the Gates campaign.



Achievement Fixes:

The Seize the Initiative achievement will now unlock if the player manages to attack an enemy army in encamped state and win the battle with less than 15% casualties.

The Pontifex Maximus achievement will now correctly unlock when a player constructs a level 5 cultural building as Rome.



Shield Decal Fixes:

Fixed some units missing shield decals, mainly for Odryssian Kingdom spears.






Empire Divided:

New additions

Move Capital Dilemma:

A new dilemma has been added for all Roman factions upon capturing Rome, asking them if they want to move their faction capital there.

New Saxoni Ships:

Three new naval units have been added to the Saxoni roster in both campaign and custom battle:

Assault Raider (Geoguth Warriors)
Medium Assault Raider (Duguth Spearmen)
Heavy Raider (Gedriht Swordsmen)



New Saxoni Admiral option:

The Heavy Raider (Gedriht Swordsmen) can now be recruited as a bodyguard unit for Saxoni Admirals.

Bug Fixes

Gallic Empire client states:

Fixed an issue with all the Gallic Empire’s client states not recruiting any medium or high tier units.



Tetricus’ Spear:

Fixed Tetricus’ model in battle to hold a spear while on a chariot



Eastern Barbarian city center artillery fixes:

Fixed a bug with cities in eastern Barbarian cultures displaying more artillery slots in the building tooltips then there actually were.



Multiple Visual Updates on Roman units:

Multiple units from the Roman factions have had their models update for better historical accuracy. These units include: Gallic Legionaries, Gallic Imperial Guard, Gallic Longsword Cohort, Heavy Gallic Spearmen, Spear Warriors, Palmyrene Cohors, Palmyrene Veteran Legionaries, Palmyrene Legionaries, Armoured Pikemen, Heavy Palmyrene Skirmishers, Palmyrene Spearmen, Palmyrene Legionary Cavalry, Palmyrene Palace Guard, Roman Legionaries, Roman Cohors, Roman Evocati Cohors, Herculiani, Roman Praetorian Guard, Roman Praetorian Cavalry.



Unit Voice Line fixes:

Fixed several issues of units not using the correct voice lines, including Germanic Pikes, and some of the Alani units.



Known Issue:

The Status Quo achievement is not currently attainable


How to opt in to the roll back build



I want to keep Rome II as it is, despite the update!

If you want to avoid this update to keep your mods working or you just want to stay on the version on Total War: ROME II you’ve been playing up until now, follow these steps:



Open Steam and select Total War: Rome II in your library

Right click Rome II and select properties

Open the ‘Betas’ tab

In the drop down menu, select the ‘patch_18’ option

Steam will download your update and the name of Total War: ROME II on your Steam library will end with [patch_18]


Edit: another hotfix today is supposed to improve seige AI.
https://forums.totalwar.com/discussion/216255/desert-kingdoms-minor-update
We have fixed an issue where the siege AI would not defend walls correctly. We were made aware that the AI fixes we had implemented had some unforeseen knock on effects in other areas of battle AI behaviour that we didn’t anticipate.

We’re now more aware of what the issues are and will use this opportunity to fine tune the AI changes ready for the next campaign pack that we mentioned not so long ago, in the What The Teams Are Working On Blog.

guineawolf
08-11-2018, 03:17
now i have net income =143,000 gold per turn= as Suebi German and 4,279,000 gold treasuries in the coffer with 16 warband(army/legion) at command(with a lot of expensive =sword master= in them...) =with no cheating=,this is my personal record in 3/third games (sparta,romans then suebi germans) ,does anyone got any higher than this?


please show out,dun be shy!!


me personal found out that in =rome 2= barbarian factions can earn more than civilize factions,i am playing =arverni celts= that got 20 percent industrial income bonus,i am curious may that =arverni celts= will achieve more income? or better records???

actually i try to remind you guys,it seems that germans are the cheapest troops that barbarian factions can offer!!and after reading = the art of war of sun sze=,=孫子兵法=,the =commencing war/battles= section=作戰篇=,i found out the whole section it try to tell is the whole war is relating to cost of production,cost of supplying,cost of transportation,totally about cost of logistics,logistics,logistics!!!that means the most part of cost of war!!! that means all war is about money!!! especially the modern warfare that cost more!!!

KLAssurbanipal
08-12-2018, 11:15
Please delete Caps Lock from thread's title.

Nigel
08-12-2018, 11:29
Impressive income, guineawolf. You have probably conquererd most of the known world by now. What difficulty level are you playing?

I am far away from that in my games. In my current Carlemagne campaign, I was feeling quite good when at one time my income was 5,000 and my treasury was around 50,000. And I am just doing a casual play-through on normal difficulty. But who knows, I may decide to give it a push and at least try to break my own personal record.


What you say about Sun Sze's chapter, war beeing all about costs and logistics, sounds pretty reasonable to me. I have read similar conclusions from other strategists, too.
.... and you may want to change the text in your signature then ~;)

guineawolf
08-14-2018, 13:50
Impressive income, guineawolf. You have probably conquererd most of the known world by now. What difficulty level are you playing?

I am far away from that in my games. In my current Carlemagne campaign, I was feeling quite good when at one time my income was 5,000 and my treasury was around 50,000. And I am just doing a casual play-through on normal difficulty. But who knows, I may decide to give it a push and at least try to break my own personal record.


What you say about Sun Sze's chapter, war beeing all about costs and logistics, sounds pretty reasonable to me. I have read similar conclusions from other strategists, too.
.... and you may want to change the text in your signature then ~;)

actually i found out another player that got 348,000 gold net income per turn (perhaps in empire divided campaign?) in www.totalwar.com rome2 general discussion section...

ah yeah..i am playing at normal difficulty....

actually ,all warfare is about cost and logistics,but the main key to victory of war is your speed in every sector!!!=(兵貴神速!)避實擊虛="avoid the strong and attack the weak!" you might kill your enemy instantly by attack (dead spot!/killing spot?)what is not defended by your enemy if you are fast enough!!!=(attack what they do not defended(actually is not prepared!),do as what they do not expected!!!)=攻其無備,出其不意!!!attack with "speed" ASAP(as soon as possible!)/AFAP(as fast as possible!) be4 enemy get alerted and prepare the defensive!!!

talking about speed/fast!
prepare in speed,move in speed,attack in speed,defend in speed....and a lot more!!!
try to read "art of war of sun sze" it is being insisted requested by military academy(of Westpoint of USA it seems??i only sure it is a military academy of USA...) to those apprentice of war/officers have to qualify in knowledge about "art of war of sun sze" then can graduate from (Westpoint?i oredi not so sure...)...

now i am curious...are you reading Karl von Clausevitz of Germany??? i am considering he is the best strategist in the west!!

hoom
08-16-2018, 02:30
Ancestral Update & Hotfix now live.

Ancestral Beta patchnotes https://www.totalwar.com/blog/total-war-rome-ii-ancestral-update


The long-awaited Family Tree for ROME II is here! The free Ancestral Update introduces this community favourite feature along with numerous tweaks, fixes, and improvements to ROME II’s base game and DLCs. The update is currently in open beta to ensure it works for all users before release, and will therefore require you to opt in with details of how to do this below. We welcome any and all feedback – again, find out where you can do this below.

As you may have guessed from the latest what the teams are working on blog post, a ROME II DLC announce will also be coming very soon.

In this blog post you will find:

Family Tree Information
Intrigues
FAQ
How to opt in
Will opting in break my save games?
Should I disable mods?
Where should I report any Issues?
Patch Notes
New Additions
Visual Improvement
Bug Fixes
Battle AI
Gameplay Improvements
Known Issues

There are also additional patch notes for the Ancestral Update here.
The Family Tree

The Family Tree is a visual representation of the web of character relationships within your faction, and offers the functionality for you to interact with those characters and generate Intrigues, which bring new gameplay options. The characters in your faction can forge strong bonds and alliances with other factions. Marriages can produce offspring, who grow and obtain duties of their own. Characters are born, live their lives, and eventually die throughout the course of a game.

Here’s an example of the Macedonian family tree from the Grand Campaign. The central panel contains members of the player’s family. The panel on the right, labelled Other Nobles, contains characters who are members of the player’s party, but not included in the family. The panel on the left, labelled Important Characters, contains characters of other parties – Ones that may turn hostile in the case of secession or civil war, for example.
Intrigues

Every living, adult character has access to a certain number of Intrigues: actions that can be executed to achieve a variety of outcomes. In the screenshot below you’ll see them in the bottom right corner.

Every Intrigue has requirements such as:

Character needs to be a general
Character needs to be a politician
Character needs to be the faction leader
Character needs a certain amount of a specific attribute
Character needs a certain amount of an attribute that exceeds the attribute of another target character (for example, the Adopt Intrigue is available if the Adopting character has three more Authority points than the target character’s Zeal)

FAQ
How do I opt in to the Ancestral Update?

To take part in the Ancestral Update open beta, follow these steps:

Restart Steam
Find Total War: ROME II – Emperor Edition in your Steam library
Right click Total War: ROME II – Emperor Edition and go to Properties in the drop-down menu
Go to the Betas tab
In the drop-down menu under Select the beta you would like to opt into: select ancestral –

Will opting in break my save games?

No. We’ve deliberately worked to ensure old save game compatibility with the update. The game generates a new Family Tree based on the data in your save game, and refunds any skill points you’ve already spent on your Agents, enabling you to spend them in the new skills tree to your preference. Issues are still possible, of course – Please report any that you find!
Should I disable my mods?

Absolutely, yes. Mods are frequently incompatible with new releases and will remain out-of-date until the mod creator updates their mod.

We would like to ensure all the feedback we receive for this beta comes from campaigns played with all mods disabled, so we can be sure that any new fixes we may have to explore are focused on the core, unmodded game, and not a result of out-of-date mods.
Where should I report any issues?

Any issues should be reported in the dedicated Ancestral Update issues thread on the official Total War forums, which we will be monitoring closely.
Additional Patch Notes
New

Agents skills have been completely reworked, rebalanced and are now culture-specific. They now have more actions, some of them having significant new effects
Generals’ skills are also now culture specific
Skill cards for agents, generals and military traditions have informative pips that show what the skill grants at each level
Agent skills have been re-ordered to mimic the order of attributes in the character portrait
Reinforcement range is now visible as an area, not only as blinking arrows
Technology panels now have sounds
In battle, ships in will now be able to leave their disembarking area by shifting in reverse, making room for more ships to land
Champions have received a skill that directly buffs the bonus to unit experience per turn
Levels 2 and 3 of Agent skills are now unlocked on the next agent level, instead of skipping a level. For instance, tier 1 skills are unlocked on levels 2/3/4, instead of the previous 2/4/6
Battle loot implemented in field battles, granting different sums based on the upkeep cost of the defeated army and the action selected after victory
Added more variety to generals in Empire Divided
Number of household ancillaries has been increased from 1 to 3
Number of character traits has been increased from 3 to 6

Visual

Added MSAA anti-aliasing
Added “Clouds shadow” option to shadows
Added an option for near the camera objects fading (on/off)
Added “Hide dead bodies” option, so dead units can vanish even on higher graphics settings
Added “Hide foliage” to the graphics options and made that shader functionality toggleable
“Hide foliage” option has a shortcut set to Ctrl+F by default
Added “Terrain noise” to make distant terrain look less flat.
Improved building LOD distances for Extreme/Ultra to be really extreme and ultra (x3 times greater)
Improved shadow quality & performance.
Heavy rain weather VFX in battle now occasionally replaced with stormy rain weather (with lightning flashes)
Ships now render in water reflections
Reduced terrain and grass reflectivity in rainy weather
Improved night lighting of units. Torch light is now animated and casts shadows on higher settings
Improved river shader in battles: shallow river water is more visible, won’t vanish when near the camera, specular and shadows improved
Trees on the tactical view are no longer very obviously rotating towards the camera
Rivers have been optimized to not render past a certain distance

Bugfixes

Changed the AI to now recruit more suitable units in campaign
Added Numidian Spearmen Assault Dieres to eastern naval garrison lvl 2 group
Corrected many instances of units with mismatches between their weight and caste
Fixed the Palmyrene Top Recruit technology (Empire Divided Campaign) to correctly apply its bonuses to all new land unit recruits
Fixed Kushite Archers and Kushite Royal Archers to now correctly receive bonuses from effects applying to missile infantry
Fixed all Empire Divided bodyguard units to correctly receive bonuses from different effects
Added Theban Hippeus unit to the Boiotia League custom battle roster
Missile Range bonuses now actually work!
Fixed a few cases where the player can get stuck in the Prologue campaign
Fixed a few cases of improperly rotated settlement battle tiles
The “Status Quo” achievement can now again be obtained

Battle AI

Fixed an issue that caused units to cluster together when climbing ladders on walled settlements
The AI will no longer zealously guard the capture points in unwalled settlements
Fixed an issue that sometimes caused the AI to never attack a walled settlement
Fixed an issue with pathfinding that sometimes caused units to rapidly move in different directions
Tweaked the AI behaviour to better assess and exploit players’ tactical weaknesses, such as gaps in defence lines or an unprotected general
Shield Wall, Hoplite Wall and Testudo will not be broken by the fast-move command and will move in formation to the target until they reach change distance
When siege units and mounted units (cavalry, chariots, camels, elephants) are making a naval assault they will deploy on the ground, instead of disembarking from ships, similar to Total War: ATTILA

Gameplay Improvements

Female cursus honorum grants attributes at higher levels
GC Iceni start their campaign having military access with Dumnonii
Starting loyalty has been decreased for all difficulty settings (0 on Easy, 0< on higher difficulty)
The political traits Militarist and Expansionist have been nerfed, granting less loyalty
A different version of the Family Tree, called Chain of Command, has been added to the Caesar in Gaul campaign. It contains fewer intrigues
Start-pos characters have been rebalanced in all campaigns – many more were added, both historical and created for gameplay purposes
New encyclopaedia page for Agents, available on right-click
The Family Duty trait now disables character skills

Known Issues

Loading legacy save games will refund less skill points than expected
Start-pos family trees for campaign other than Grand might have missing characters, names or links between characters
Some start-pos characters might be labelled as members of another party when they are not expected to be
When a new character is generated, the message about a daughter coming out of age is displayed in error
Children from diplomatic marriage with another subculture will be displayed as belonging to player’s own culture
Events sometimes occur more often than expected.
The game may crash when clicking on the “Controls” button on the Campaign map when playing the Empire Divided campaign



Additional patchnotes for Live https://www.totalwar.com/blog/total-war-rome-ii-ancestral-update-additional-patch-notes


Total War: ROME II – Rise of the Republic will be out tomorrow to download and play, and ahead of our release we have some updated patch notes from the Ancestral Update beta.

The free Ancestral Update introduces the family tree feature along with numerous tweaks, fixes, and improvements to ROME II’s base game and DLCs. The update will be live tomorrow alongside the Rise of the Republic campaign pack DLC.

There’s some known issues that we’ve listed below and will be addressing in a post release hotfix coming shortly after launch.
Additions

New traits have been added for agents.
Champion wealth from adventuring has been significantly increased.
Ancillary interface has been updated – each slot now has an icon while empty.

Gameplay Changes

Unit formations are now limited to 4 lines deep at most.
Chance of newborn babies has been increased reducing the risk of families dying out.
Reinforcement range is now visible as a half-transparent red area in addition to the previous blinking arrows.
Technology panels now have sounds for player interactions.
Ships will now be able to leave their disembarking area by shifting in reverse, making room for more ships to land.
Unit formations can not be used on walls during a city assault battle.
Added Numidian Noble Cavalry to minor settlements for Masaesyli.
Armoured Chariots are no longer a commander unit for Gallic Rome in Empire D
Tweaked the garrison units of the Bronze Workshop chain for Odryssian Kingdoms.
Removed the “Expert Charge Defence” and “Charge Reflector” attributes from cavalry units.
Removed the bonus influence effect of the “Cicero’s Support” technology in Caesar in Gaul.
Exchanged the bonus influence effect for a bonus to dignitary level for the “Bribe Gaius Scribonius Curio” technology in Caesar in Gaul.

Bugfixes

Reduced the chance for two specific dismemberment animations to occur (Blood and Gore);
Fixed an issue that sometimes caused the AI to never attack a walled settlement.
Fixed an issue with pathfinding that sometimes caused units to rapidly move in different directions.
Fixed the battle map of settlement Gortyna while it is under Hellenic control.
Fixed the loading screen before a battle showing the Wrath of Sparta map.
Fixed the radar map during a city assault on Rome with large settlement option selected.
Fixed the radar map of the Teutoburg Forest battle.
Fixed a solid shadow line over all bodies of water on extreme graphics in the Teutoburg Forest battle map.
Removed the Empire government effect from Caesar in Gaul.
Corrected many instances of units with mismatches between their weight and caste.
Fixed melee defence bonuses on recruitment to affect shield defence as well as regular melee defence.
Fixed Bow units who held the wrong bow or two bows during animations.
Fixed the swords on Elite Saxoni Javelinmen to be more historically accurate.
Fixed the missing javelin on the general of Gallic Roman chariots.
Fixed shield patterns on Sabean and Nabatean units.
Removed the shield bonus from Desert Chariots, who do not wield shields.
Fixed the armour on camels to Royal Camel Archers (visually, there was none).
Removed a few diplomacy strings that mentioned an offer of marriage, which appeared on non-marriage diplomacy events.
Fixed Roman generals having unlockable units as general units on hire.
Fixed Dacian Cultural Victory conditon in Imperator Augustus campaign.
Fixed Gothic Axe Warriors who were missing their javelins.
Fixed Germanic Pikes to have Germanic audio, instead of Roman.
Fixed the lost son dilemma to spawn once per campaign.
Fixed an issue at the town of Kydonia in Wrath of Sparta campaign, where boats would sail under the map;
Fixed multiple issues where reinstating legacy armies did not grant army traditions.
Fixed an issue where bonuses to missile range did not apply in battle.
Fixed an issue where Thracian Peltasts were not considered a light unit.
Fixed an issue where Rome’s Auxiliary Garrison building did not provide a +1 recruitment slot.
Fixed an effect of the Destroyers navy tradition to proprely grant bonuses to rate of fire for naval artillery units.
Fixed the following factions in Imperator Augustus to not start out starving: Blemmyes, Mascat, Ardhan, Cherusi, Gaetuli.
Fixed the experience bonus for units effect of Palmyra’s technology Experienced Troops in Empire Divided.
Removed Eastern Spearmen from Baktria’s roster in custom battle.
Fixed several issues where ships were able to move on land when attempting to disembark.
Fixed an issue in Empire Divided where Vaballathus could spawn twice.
Fixed Egypt’s territory in the faction select screen to not include Petra.
Fixed an issue where the AI would not assault city walls in the Cyrene battle map during a custom city assault battle.
Fixed an issue where Mercenary Maas’gat Marauders did not use a proper transport ship.
Fixed an issue in Empire Divided where the Caledoni could not complete their sixth chapter objective if Gallic Rome was destroyed by another faction.
Fixed spouses not providing stats to generals.
Fixed an issue in the Assembly Kit where the Process Campaign function did not work for Grand Campaign.
Fixed an issue where a political assassination event did not remove the assassinated general’s bodyguard unit.
Fixed an issue in Empire Divided where the sixth chapter objective of Rome could not be completed if a client state controls Antioch.
Fixed Armenia’s christian religious buildings causing negative public order due to christian cults.
Fixed an issue with Tower ships only shooting arrows from the starbourd side.
Fixed an issue where Italian and Iberian factions did not receive diplomatic penalties from Expansionism.
Fixed a crash during an ambush battle near the Samandar settlement in Empire Divided.
Fixed Cleopatra’s unique voice in Imperator Augustus.
Fixed Zenobia’s unique voice in the diplomacy screen in Empire Divided.
Fixed an issue with the Ardiaei’s army emblems.
Fixed the animations of units, who are knocked in the air from a cavalry charge.
Fixed the Emporion for Syracuse and Carthage, as well as the Market for Rome, to no longer require silk in Hannibal at the Gates.
Fixed an issue where the game could remain running after quickly exiting it.
Fixed an issue where pike units would lose their pikes when engaged in close combat.
Fixed a crash during an ambush battle near Massalia in Grand Campaign.
Fixed an issue where the game could get stuck in the skill select tutorial after the capture of Salernum in the Prologue.
Fixed the Loremaster achievement, as it didn’t count the Sassanid events for some reason.
Fixed the Grand Tour achievement, it should now unlock correctly.
Fixed multiple pathing issues in city assault battles.
Many fixes on traits and ancillaries.

Known Issues

SLI video cards have issues with in-game graphics. It has been reported to Nvidia, we’re waiting for an update on drivers in order to resolve this.
There is a crash when changing resolution with a R9 Fury video card.
Using different sun directions in the campaign map via a mod may result in low performance.
Replays of campaign battles may cause a crash.
After loading saves from Desert Kingdoms and playing through a few turns, multiple agents may spawn at the player’s capital settlement.
There’s a known issue in some instances of an AI-controlled faction that controls no settlements attacking Roma, which can sometime cause a soft lock. This may be solved by reloading a previous autosave, but is otherwise addressed in the upcoming hotfix.

Visual Improvements

When near-camera objects fading is active, composite objects will fade as one.
Pre-baked shadows have been added at distance.
Water reflections for all objects onscreen have been added.
Implemented option for scaling unit flags in battle on High difficulty.


Hotfix https://www.totalwar.com/blog/total-war-rome-ii-rise-of-the-republic-hotfix-notes



Check out the full details of the Total War: ROME II – Rise of the Republic hotfix below.
Balance Changes

Increased the loyalty bonuses after a secession or civil war has ended to be twice as large (there will be more changes in the future to further reduce the frequency of secessions)

Bugfixes

Fixed the Warring States achievement – it only worked when Athens is the supported city-state
Fixed the soft lock when the AI initiates the second battle for Rome in RotR
Fixed the issues with freezing or crashing replays from campaign battles
Fixed the spawning agents at the player’s capitol on saves from Desert Kingdoms
Fixed the tooltips of Roman technologies in RotR that mention owning a certain amount of regions (English language only)

Known Issues

There are slight text inconsistencies within a few technology descriptions (non-English languages)
Critical success of an agent bribing a rebel or slave army’s commander may result in a crash
In some cases during a coastal assault the AI will not properly disembark all of its ships
Flickering shadows may be observed when playing on Ultra graphical settings
A message event that states “Agent Defects!” pops up when a champion agent succeeds with the “Trap” action
The Greek faction trait Naval Prowess does not provide +2 experience ranks for Greek ship recruits
There is an issue with the characters’ lip sync in Polish, Czech and Turkish

hoom
09-05-2018, 08:53
New patch. (Patch 21?)
Fixes several more bugs/balance issues in RoR https://www.totalwar.com/blog/total-war-rome-ii-rise-of-the-republic-balance-patch-notes

Gameplay Changes
Politics

Family members will no longer separate from the player’s family to form a new political party.
Changed the loyalty bonuses on Easy and Normal difficulty – on Easy each party has +10 loyalty, on Normal there is no loyalty from difficulty.

Unit Changes

Reduced the cost of Samnite Armoured Spearmen.
Reduced the armour of Centuriae and slightly increased their cost.
Increased the movement speed of Lucanian Warriors.
Increased the morale of Samnite Silver Infantrymen and Linen Legion.
Slightly increased the weapon damage of Samnite Silver Infantrymen.
Increased the melee attack and melee defence of Etruscan Light Spearmen.
Veneti Ambushers can now attack as missile infantry, instead of always charging the enemy.
Decreased the price of Sherden Swordsmen and slightly increased their weapon damage and charge bonus.
Increased the price of Etruscan City Guard.

Campaign Map Changes

Reduced Demoralize Army’s starting value and reduced it’s scaling per point of zeal.
Reduced Steal Food’s scaling per point of zeal.
Send Diplomat will only grant a region where a border is shared between the player and the faction to whom a diplomat is sent.
Increased the cost of the Leisure Time and Assassinate intrigues by 100%.
Increased the loyalty granted by Send Gift by 100%.
Increased the cost of the Improve Relations intrigue by 150%.
Increased the loyalty granted by Praise by 50%.
Reduced the duration of Insult’s decreased loyalty effect by 2 turns.
Increased the negative loyalty provided by the Provoke politican action by 50%.
Lucanian Warriors and Lucanian Ambushers now require a tier 2 settlement to be recruited.
Removed Etruscan Chariots from being a commander unit in custom battles for Tarchuna.
Introduced changes to help the AI maintain more garrisons.
Reduced the frequency at which the AI will hire Hippotoxotes.
Reworked faction personalities for Volsci, Sabines, Hernici, Lucani and Bruttii to make them less treacherous and make the early game a bit easier.
Reduced the negative costs of Etruscan minor military buildings.
Reduced number of Etruscan minor settlement industrial buildings and the construction cost reduction they provide.
The Family Tree screen will no longer return to the top if an intrugue is used on a character that is shown on the bottom of the tree.
Faction-wide public order bonus from female Cursus Honorum is available only at level 4.
Added missing effects to the Nutter trait and its subsequent levels.
Added Lucanian Ambushers, Campanian Cavalry and Bruttii Tribesmen to Samnites’ roster in custom battle.

Modding Tools

A new toggle feature has been introduced to the Assembly Kit – after a pack file creation is performed by BOB, all exported binaries are deleted from the Assembly Kit’s working data folder. This change prevents previously exported changes leaking into new pack files.

Bug Fixes

Fixed issues with stuck AI ships during coastal assaults.
Fixed the AI’s ships not disembarking and preventing the player from completing coastal assault battles.
Removed Sicillian Peltasts from Taras’ roster in custom battle.
Fixed the Greek States faction trait Naval Prowess to properly grant its bonus.
Fixed Roman Secessionists in the Grand Campaign raising armies with units that require technologies.
Fixed the size of Italian Veteran Spearmen in battle.
Fixed the tier 5 Syracuse mercenary building showing up as available.
Fixed the Etruscan Nethuns temple chain so it’s regional food bonus for ports is now correctly applied to minor settlements.
Fixed an issue where after a condefederation two characters could have the faction leader trait.
Fixed an issue with clouds obscuring too much of the campaign map at maximum zoom distance in Rise of the Republic campaign.
Fixed duplicate Legatus commander units in Imperator Augustus campaign.
Fixed an issue with a missing effect concerning building construction time in a Samnite technology and an ancillary.
Fixed Saba’s upkeep reduction for mercenaries not affecting Ma’rib Guard and Maas Gat Marauders.
Fixed an issue with missing legs on Steppe Horse Skirmishers in Empire Divided campaign.
Fixed a large settlement battle map being used for the port of Terranoa.
Fixed an issue with missing units of Carthage garrisons in Rise of the Republic campaign.
Fixed an Illyrian mercenary unit not being affected by mercenary effects.
Fixed a few of Syracuse’s technologies not affecting naval mercenaries in Rise of the Republic campaign.
Fixed text inconsistencies within a few technology descriptions in non-English languages.
Fixed the title of the message event when an enemy champion succeeds in using the Trap action against a player’s agent.
Fixed the lip sync in Polish, Turkish and Czech.
Fixed a crash when bribing an enemy commander of a rebel or slave rebellion faction.
Fixed the battle maps of city assaults in Egyptian settlements of Imperator Augustus campaign not having Egyptian buildings in them.
Fixed an issue where Syracuse used the Carthage battle map while it is a Hellenistic settlement.

Known Issues

There are some cases of passive AI behavior in city assault and coastal assault battles.
Flickering shadows may be observed when playing on Ultra graphical settings.
There is a case where the game may crash if units from Empire Divided are used in a port assault battle on a Rise of the Republic map and they fight for a control point.
Flickering shadows could be observed in battles when Nvidia SLI setup is used.


That 2nd to last Known Issue :dizzy2: