Link to announcement

We’d like to buy ourselves a bit more time for the final push, so we’ve made the call to nudge the release date back by two weeks, from April 19th to May 3rd. Alongside our usual prelaunch procedures, we’re adding and tweaking a few features we wouldn’t otherwise have time for.

These changes will include some quality-of-life UI improvements, such as showing the player a breakdown of sources contributing to their current War Fervour level. We’re also implementing multiple shades of plus-and-minus effects regarding different levels of food, and how each level interacts with upkeep and supplies.


We’re doing some more balancing work on the campaign AI, chiefly regarding its aggression levels on different difficulty settings, and the number (and composition) of the armies it recruits. Generals will also change in appearance as they age, which is reflected in their portraits.




Perhaps the biggest area we’re focusing on is battle. We’re making some improvements to the AI’s flanking behaviour, and we’re addressing the way the AI targets enemy units, to better account for intervening units blocking charge pathways. We’re also tweaking certain animation sets so that soldiers now hold their shields out as they walk, reinforcing the shield-wall focus of the age, and ensuring they better maintain unit coherency on the move.
Better they delay and get a good game then to push it early and get it in a Rome 2 state.