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  1. #1
    Stranger in a strange land Moderator Hooahguy's Avatar
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    Default Re: Attila Patches, Hotfixes, Betas and Such (Patch 1 coming 02/26/2015)

    Total War: ATTILA - Tin Isle Mercenaries Update

    Due next week, alongside Celts Culture Pack Release.
    This update brings with it many performance, technical and gameplay improvements, and plenty of unit rebalancing. It also introduces a raft of mercenary Celtic units and ships which may be recruited by any forces stationed in and around the Brittanic, or as the Greeks named them, Tin Isles.
    All players will get access to these mercenary units, even if they do not purchase the separate Celts Culture Pack.
    All Celtic units have the Guerrilla Deployment trait, which gives them a vastly larger area in which to deploy across any given battlefield. This can bring a disruptive new dimension to your army’s skillset, enabling it to perfom surprise attacks early in the battle and from unexpected directions – even from concealment behind the enemy.
    Spoiler Alert, click show to read: 

    Celtic Mercenary Land units:

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

    Celtic Mercenary Naval units:

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


    Technical and Performance improvements:


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


    Gameplay Improvements:

    Battle

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


    Campaign


    • Added 6 new General units to Longbeards DLC:


    • Alamans:
      • Bejewelled Retinue
      • Chnodomar's Entourage


    • Langobards:
      • Redoubtable Chieftain
      • Godan's Warlord


    • Burgundians:
      • Burgundian Guard
      • Royal Burgundian General

    Further Campaign improvements:

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


    Usability Improvements:

    Battle

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

    Campaign

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

    General

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


    Balancing:

    Campaign

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

    Unit balancing:

    • General price-balancing adjustments across the board
    • Extremely high morale units had their prices re-adjusted
    • Several minor (+/- 1/2) stat changes
    • Berserkers (All types):
      • Morale reduction
      • Slight HP increase
      • Reasonable price drop

    • Spear units:
      • Can withstand charges slightly better than before
      • Several higher tier units get heavy spears to make them a bit stronger against cavalry

    • 1h Axe units:
      • Bonus versus infantry was changed from 0 to 5

    • Mace:
      • Damage was flipped from 20 base and 5 AP to 5 base and 20 AP

    • Shock Cavalry:
      • Most units get a slight charge bonus boost (+5)
      • Most units get a slight HP boost (+10HP)
      • Some units get improved lances (see individual entries below)
      • Medium horses get a slight speed increase (+5)

    • Mercenary Onagers:
      • Both recruit and upkeep costs went up significantly

    • Bows:
      • Whistling Shot duration increased from 20 to 30s
      • Reload time of flaming shots increased
      • Added a +10 bonus vs infantry to Heavy Shot

    • Barbed Javelins (Longbeards DLC):
      • Normal - lower base damage
      • Heavy - lower base damage but higher AP damage
      • Both get Bonus damage vs infantry to account for the loss of base damage

    • Germanic Mounted Warband (incl. Mercenaries):
      • Regular spear replaced with short spear (lower damage)

    • Germanic Horsemen:
      • Regular spear replaced with short spear (lower damage)
      • Smaller shield
      • Mass decreased from heavy to medium

    • Elite Germanic Archers:
      • Slight rate-of-fire buff

    • Nomadic Mounted Archers:
      • Added Parthian Shot ability to all

    • Noble Alani Cavalry:
      • Spear replaced with heavy spear – more damage vs cavalry

    • All Sarmatian Cataphracts:
      • Lance replaced by an elite version – more damage vs cavalry

    • Burgundian Barbed Lancers:
      • Lances deal less damage to mounted units

    • Royal Lancers:
      • Armour decreased from 50 to 48
      • Lances now deal less damage to mounted units

    • Tagmata Cavalry:
      • Heavy spear replaced by regular spear – less damage vs cavalry
      • Round shield replaced by small round shield – less armour and missile block chance but higher melee defence
      • Slight HP reduction
      • Lower mass but higher speed

    • Excubitores Cavalry Guard:
      • Round shield replaced by small round shield – less armour and missile block chance but higher melee defence
      • Lower mass but higher speed

    • Scara Francisca:
      • Lance replaced by an elite version – more damage vs cavalry

    • Elite Sword Heerban
      • Armour slightly increased
      • Missile block chance decreased

    • Royal Anstrutiones:
      • Armour increased
      • Missile block chance decreased

    • Uar Warriors:
      • Bonus vs Infantry decreased from 20 to 10

    • Chosen Uar Warriors:
      • Bonus vs Infantry decreased from 20 to 10

    • Steppe Levy:
      • Cloth armour replaced by leather
      • Tower shield replaced by oval shield
      • Changed from medium to heavy infantry

    • Hunnic Spears:
      • Cloth armour replaced by leather
      • Tower shield replaced by oval shield
      • Changed from medium to heavy infantry

    • Steppe Mounted Brigands (incl. Mercenary):
      • Regular spear replaced with heavy spear – more damage vs cavalry
      • Steppe Raiders:
      • Regular spear replaced with heavy spear – more damage vs cavalry

    • Noble Acatziri Raiders:
      • Regular spear replaced with heavy spear – more damage vs cavalry
      • Replaced cloth armour with lamellar leather

    • Unnigarde:
      • Regular spear replaced with heavy spear – more damage vs cavalry

    • Shamans of the Eternal Sky:
      • Regular spear replaced with heavy spear – more damage vs cavalry

    • Hunnic Horsemen:
      • Cloth armour replaced with leather

    • Hunnic Devil Cavalry:
      • Slight HP decrease
      • Slight melee attack and defence increase

    • Later Hunnic lancers:
      • Lance replaced by an elite version – more damage vs cavalry

    • Avar Horde:
      • Scare trait replaced with Parthian Shot

    • Godan’s Chosen:
      • Melee attack reduced from 75 to 70

    • Elephants:
      • Damage against cavalry increased from 50 to 75

    • Later Sassanid lancers:
      • Lance replaced by an elite version – more damage vs cavalry

    • Pushtighban Cataphracts:
      • Morale increase from 36 to 45

    • Savaran Sardar:
      • Ammo increase from 2 to 4
      • Melee defence increase (+10)
      • Armour increased from 27 to 33

    • Spahbed:
      • Ammo increase from 2 to 8
      • Melee attack and defence increase (+10)
      • Armour increased from 27 to 33
      • Sword replaced by heavy spatha

    • Herculiani Seniores:
      • Mail armour replaced with scale

    • Elite Palatina:
      • Spatha replaced by Heavy spatha



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  2. #2

    Default Re: Attila Patches, Hotfixes, Betas and Such (Patch 1 coming 02/26/2015)

    A lot to like here, particularly in the "Campaign Improvements".

    Although I wonder exactly what they mean by "Huns more active when Attila is king". Hun stacks become more aggressive (i.e., seek out actual battle rather than clump together and raid)? Or just spawn even more stacks than is already the case? I guess we'll find out next week...

  3. #3
    Stranger in a strange land Moderator Hooahguy's Avatar
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    Default Re: Attila Patches, Hotfixes, Betas and Such (Patch 1 coming 02/26/2015)

    I guess the idea is that they should be wiping out way more settlements than they are as of now. They really are playing on the whole "bringer of the apocalypse" thing.

    Looking forwards to more general units for the Long Beards factions. They were woefully underpowered.
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  4. #4

    Default Re: Attila Patches, Hotfixes, Betas and Such (Patch 1 coming 02/26/2015)

    Maybe. My general experience with Huns over two campaigns has been that they enter your territory to raid, stay in 2-3 stack groups (often more) making them difficult to attack, and are more than happy to swoop in on an undefended minor settlement within range and raze it. What I haven't seen them do (on Normal difficulty) is lay siege to a walled city, or attack a full-army-stack-defended town. One would think that's why they lug around all those onagers....

  5. #5
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: Attila Patches, Hotfixes, Betas and Such (Patch 1 coming 02/26/2015)

    Quote Originally Posted by Bramborough View Post
    Maybe. My general experience with Huns over two campaigns has been that they enter your territory to raid, stay in 2-3 stack groups (often more) making them difficult to attack, and are more than happy to swoop in on an undefended minor settlement within range and raze it. What I haven't seen them do (on Normal difficulty) is lay siege to a walled city, or attack a full-army-stack-defended town. One would think that's why they lug around all those onagers....
    That's pretty much how I play with Huns, LOL.

    I do lug a single onager in my horse archer armies so I can autoresolve against garrison-only defended walled settlements.

    By the way, that previous pic I posed: with a burnt down AI fort. It seems, this bug applies to square-shape forts, not the barbarian round ones. If I bring arty to a battle with barbarians: they do sally out.

    Incidentally, it is much easier to burn down the square-form fors. The barbarian ones seems sturdier (by the virtue of having more wall sections so fire is limited to a smaller area).

  6. #6
    Voluntary Suspension Voluntary Suspension Philippus Flavius Homovallumus's Avatar
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    Default Re: Attila Patches, Hotfixes, Betas and Such (Patch 1 coming 02/26/2015)

    Quote Originally Posted by Hooahguy View Post
    I guess the idea is that they should be wiping out way more settlements than they are as of now. They really are playing on the whole "bringer of the apocalypse" thing.

    Looking forwards to more general units for the Long Beards factions. They were woefully underpowered.
    On medium campaign difficulty I have seen the Huns raze every settlement they attacked bar two.

    The thing is, razing a settlement for a Horde is largely pointless unless you just want to destroy the enemy faction because, ultimately, it's easier to take and convert that to recolonise all that blasted land. Also - Razed settlements can't be raided for more loot later.

    Finally it's worth pointing out that Attila only did this ONCE that we know of, whilst he devastated many cities he only razed one to the ground, arguably the Germanic Hordes were more destructive, irrc Alaric of the Visgoths destroyed Corinth such that it had to be refounded.

    I'd much rather razing a settlement was this horrific thing that happened occasionally and was really devastating rather than knowing that if you lose to the Huns everyone will die - because that's what happens, unless the Huns have been (temporarily) knocked down to their last stack and think they need cash.
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  7. #7
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: Attila Patches, Hotfixes, Betas and Such (Patch 1 coming 02/26/2015)

    Well, for Huns, razing settlements makes a lot of sense. Of course, it would be better for them to sack and then raze on the same turn. I do it all the time myself (playing as Huns). For one, in razed areas, settlements do not impede army movements. Second, there are no new enemy troops being raised in razed areas. Third, if Huns are playing the subjugation game, you need to get the target faction down to 1 settlement before you can subjugate them.

  8. #8
    Voluntary Suspension Voluntary Suspension Philippus Flavius Homovallumus's Avatar
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    Default Re: Attila Patches, Hotfixes, Betas and Such (Patch 1 coming 02/26/2015)

    Quote Originally Posted by Slaists View Post
    Well, for Huns, razing settlements makes a lot of sense. Of course, it would be better for them to sack and then raze on the same turn. I do it all the time myself (playing as Huns). For one, in razed areas, settlements do not impede army movements. Second, there are no new enemy troops being raised in razed areas. Third, if Huns are playing the subjugation game, you need to get the target faction down to 1 settlement before you can subjugate them.
    I would argue it would be better for them to sack both settlements in a province, pocket the cash and then attack the walled city and sack that. This will pretty much guarantee a rebellion, which will then take one of the the settlements, and then the Huns can subjugate the rebel faction.

    From the point of view of the WRE player it just means you station big armies in Illyria and Dacia and fight those sieges tooth and nail. In fact the way the Hunnic AI works means that without the script to preserve it the player would beat the faction to death because they're such a menace.

    In fact, all the Hords have this problem, the "Great Migration" ended around 402 in my game after the Hordes beat themselves to death against my legions. The dangerous hordes are the ones that stay "friendly" and wander around casually raiding as they present a dilemma about whether to start a war with them or not.
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  9. #9
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: Attila Patches, Hotfixes, Betas and Such (Patch 1 coming 02/26/2015)

    For those friendly hordes: an easy way to deal with them is to grant them a border region when they wander in. That way you get rid of the horde (and get an ally) and reduce your corruption a bit too.

    As to that sack + wait for a rebellion: it usually takes too much time (the horde needs to keep moving in order to stay ahead of the non-stop hate entourage following it) + the other AI's shadowing Hun stacks (the player's stacks) tend to destroy the rebels before they have a chance to take anything.

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