1.2.7 Campaign Features Preview

Many new features and UI changes have creeped their way in to our latest mod effort. Although this won’t cover them all, this preview is an attempt to highlight and explain the great new changes coming to DeI campaigns.

Population & Supply Systems

New UI Updates
– The Settlement panel has been restructured so that it now displays more information properly, doesn’t bug the growth bar and shows the original settlement building slot points. The population total number has been moved to the right top of the panel and there are updated supply and population hover buttons for their relevant summaries.

– Units now show their population class, unit type and manpower size when you hover over them in an army. This can be useful for disbanding and replenishment information.

Baggage Trains
One major request over the past 5 or more years has been to make baggage trains more useful, these changes aim to do that.
– Baggage trains now lower the population requirement for an army to begin replenishment. This means that less available troops will be required in a region in order for replenishment to be allowed. For example, if normally 20 troops were needed to replenish in a region, 10 would only be needed instead. Also, this is the first time that these units have interacted with a system other than supply.
– Baggage trains now give missile and artillery units 15% more ammunition in an army.

– Armies with a baggage train unit now use less supplies in foreign territories for longer periods of time.
– Nomad baggage trains now provide food to your faction when in foreign lands and have cavalry campaign movement.
– Roman Marian and Imperial baggage trains now have infantry campaign movement.

Disbanding & Population System Bugs
– Fixed a major, old disbanding bug that would cause massive decreases in population levels. This especially affected first and second class population when disbanding whole armies or generals.
– You can now disband a whole army or multiple units at once and get back the proper population amount without having to do each unit one at a time.
– Population levels should also report correctly the same turn you disband.


New Belgic Dual Culture & Temples

– Belgic cultures now have a dual culture system that spreads both Celtic and Germanic cultures. They have a primary culture (Celtic) but also have to deal with the presence of Germanic culture as well.
– New temples that give both Celtic and Germanic culture to go with their new dual culture system have been added. These temples are based on historical research and local cultural gods.

Faction Flags & Emergent Factions
– New & Reworked flags for most factions and emergent factions to better fit with the overall aesthetic. Most flags should now match and have their own unique look that relates to that faction. Also changed many emergent faction names to have more historical and less generic names.

Credits
– Jake for all the great flag work and UI work!
– Jake and Augustus for the work on emergent factions
– Thanks to DMW and great research from the folks over at https://senobessusbolgon.wordpress.com/ for the new belgian temples!

1.2.7 Unit & Battle Preview

This patch is unusual as it did not bring full factional or combat overhauls but had lots of hours put into updating, polishing or filling lackluster areas of the mod.
In Total 160+ units, generals and officers got their visuals updated, including new models added to DeI!

Below are certain key points:

1. Two handed and axe units
Their role as shock troops is more prominent, especially two handed units should move faster around the field, making them a threat if spotted on the flank!
One handed axe units got their stats adjusted, while their defence is still rather low, their charge more lethal than it used to be.

2. Thorakitai & Late Hellenic heavy sword infantry
Late Hellenic sword units got their stats overhauled, exchanging defence for higher attack. Thanks to that, spear and sword thorakitai are more distinct units with one being better at holding ground while the other is better at offence.

3. Syracuse units and city features overhauled
Syracuse melee units had an issue of having rather bland and similar stats. All of it has changed and their units not only stand out more from the other but also help this faction differ more from other Greeks.

Main building chain of Syracuse now also functions as workshop, allowing you to recruit siege weapons and crossbows without a need to build anything in other slots. If other Greeks conqer the city, they also have access to this benefit.

4. AOR unit cap overhauled
Area of recruitment units got their campaign caps changed so to be better aligned with their actual quality.

5. Dismounted cavalry stats
Now while fighting on foot, cavalry units should have more appropriate stats, some of them might even perform well as heavy shock troops if situation is dire.

6. Animation updates
Spear cavalry has new overhand charge animation added for more variety! Hoplites in back ranks will no longer stand idle but now they also stay braced. Bug with hoplites in back ranks “dancing” due to changing position constantly should be gone or less noticeable thanks to tweaks to transition times. After this patch will be out, we will also start new submod to check hoplite overhand animation to check if it can be added to main mod

7. Artillery ships have their range reduced and projectile size decreased. While they will be still extremly useful in naval battles and city sieges, they should be more balanced and won’t be able to snipe enemy units standing behind buildings on the other side of the city

8. Scythia updates
Scythian units got their stats updated, certain units were overhauled to different function, with some being specialized in certain roles.

9. “Two” Tarantines
Tarantine cavalry got overhauled to be more in line with historical records. Their role is still debated but it seems there were two version of this famed cavalrymen. “Original” Tarantines fought as light cavalry, that relied on their shield for protection and deadly skills with javelins for the kill but were unable to put up a fight in melee, often not even bringing melee weapons for smaller skirmishes as they were expected to just fall back to the camp. Later “national” Tarantines seem to be different type of units, probably just bearing “Tarantine” name as style of combat than ethnicity of the soldiers. While still rather light, they were more of a shock units, famed for being able to throw javelins during charge and switch to spears before going into gaps created by their projectiles. Both styles are now reflected in DeI, “original” Tarantines can be recruited as AoR or Mercenary troops, performing a role of elite, light skirmishers while ‘national” Tarantines are deadly, light shock cavalry with javelins that have ability to disrupt enemy formation for short time.

Original Tarantines (Left) and National Tarantines (Right) side by side:

10. Numidian elephants
Numidia finally gets very own elephant corps, rather than just having AoR/Merc ones. Their unique feature is their reformed elephants unit, while not heavily armoured, they have 25% more elephants per unit.

11. Bactria and Indian units
Bactria now is able to recruit Indian Longbowmen and Indian Guild Warriors from Thorax reform to represent their conquests which led to creation of Indo-Greeks.

12. Illyrian Sica Bearers
Illyria got two of their sword units changed into sica bearers as they were the ones who invented it. This also makes them a bit better against armoured enemies.

13. Full list of combat changes and tweaks can be found under detailed patch notes of Beta patch.

Unit and visual updates


1. New, highly detailed helmet for Bactria

2. New Macedonian and Ptolemaic units
Sacred Squadron regiments can now be recruited, instead of being just general bodyguard.
Late Sacred Squadrons are brand new units, that fight as heavy shielded lancers. While their charge is not as strong as dedicated lancers, it is still very high and their equipment allows them to be better in melee or if harassed by missiles.
Their Agema pikes also got brand new models and textures!

Late Antigonid Sacred Squadron:

Late Ptolemaic Sacred Squadron:

Antigonid Agema

Ptolemaic Kleruchoi Agema

3. Scythian Medium Infantry and updated visuals
Scythia received new medium infantry unit, while no match for Western heavy infantry, they are still solid shock troops, especially seeked out during sieges. Many other Scythian units got their roles changed to make their army more varied and others got visuals updates.

Medium Infantry:

Examples of other changes:

4. Pontic units
Pontus got 2 new units, Late Pontic Infantry, based on Mithridratic troops assembled and trained to resemble Roman fashion, placing them between thureophoroi and thorakitai in terms of performance. Another one is Bosphoran Horse Archer, coming from later state of Mithridratic kingdom where both Pontus and Bosphorus were under his rule. In addition, their early and late lancers got new look!

Late Pontic Infantry:

Bosphoran Horse Archers

Early & Late Lancers

6. New Spartan Cavalry
Picked Ionian Lancers are new unique unit of Sparta, they represent specific way of how Sparta used to recruit cavalry starting from Agesilaos. Initially made of Ionians, these soldiers had to go through strict recruitment process before being admitted to the unit. Due to that their regiments were small but of very high quality, at one point even beating Thessalian cavalry at their peak.

7. Kartli and their new ranged cavalry

Light Cavalry

Medium Skirmishers, they are expert at ambushing enemies and their horses, while light, allow them to ignore ground penalties.

8. Athenian cavalry bodyguard

9. Saka, new units and visual updates

Saka Assault Infantry is using short spears in two handed fashion and is equipped with heavy armour and bucklers. Despite using spears, they are more of a melee infantry but great if city needs to be taken!

Yuezhi Heavy Infantry, elite and heavily armoured heavy archers of Yuezhi tribes, also able to deal good amount of damage in melee.

Yuezhi Noble Cavalry, heavy horse archers, while not the deadliest when it comes to charge, they are very fast for such heavily armoured unit and their skills with bow are superb.

Updated late Cataphracts

10. Roxolani, new units and visual updates

Sarmatian Warriors, these medium infantry unit is solid but not exceptional melee unit. They come from more settled Sarmatian tribes.

Elite Sarmatian Archers, another unit coming from more settled Sarmatian tribes, these skilled archers can also fight as infantry if required.

Sarmatian Armoured Lancers

Sarmatian Noble Lancers

11. AoR & Mercenaries
Due to amount of changes, here are just selected few that got updated.

Mercenary Veteran Hoplites

Egyptian Infantry, Levies and Cavalry

Germanic Axemen

Assyrian Infantry (Previously Akkadian Infantry)

Babylonian Heavy Spearmen

Mesopotamian Spearmen

12. Parthian Noble Horse Archers, Heavy Infantry & Alan Noble Cavalry

Heavy Infantry

Noble Horse Archers

Alan Cavalry

13. Dii Sword Masters, one if not the most warlike of all Thracian tribes, now joining ranks of Odryssian Kingdom

14. Syracuse melee units

Samnite Medium Infantry

Sicillian Footmen

15. Seleucid Royal Peltasts & Late Companions

16. Arverni Veteran Freemen and Heavy Axemen

17. Dozens of officers recieved new look, with new textures, models and details, here are some examples.

Parthian

Nomadic

Pontic

Germanic

18. Parthian, Spartan, Persian and Pontic generals updated.

Divide et Impera 1.2.7 Public Beta

Information
After many months of work we are happy to announce our latest public beta is ready for play. If you are interested in trying it out, please feel free to download it from the link below. Many new features and changes are in this update that are detailed in the notes. Although this update is stable and ready for play, we felt a wider test audience would benefit the mod due to the various types of changes included. There are also more changes and some future work to be added as we go through the beta. We appreciate the support!

Download Beta Fix Pack (Mirror)

Installation
1. Download the Beta fix pack and place it in your Rome 2/data folder. This is usually found in \steamapps\common\Total War Rome II\data
2. Run the game, select Mod Manager. Put the fix pack above the other parts of the mod in the load order (load it first). Play the game.

Battle/Unit Changes & New Units
– New units or updated appearances added for Egyptian, Macedonian, Syracusean, Athenian, Kartli, Scythian, Pontic, Baktrian, Saka, Roxolani and Spartan rosters.
– Various older units and officers in multiple rosters and AOR/Merc redone with newer assets.
– Added new spear cavalry charge animation
– Cavalry melee damage increased by 5%-10%
– Overhauled stats of sword thorakitai units to be more offensive based.
– Slightly lowered missile knockback (not including pilum)
– Lowered melee stats of wardogs
– Lowered spacing variation for some units that caused some spacing bugs
– Slightly increase morale penalty for exposed flanks and rear attacks
– Reworked campaign cap of AOR units to be more in line with their cost/quality as certain elite units had higher campaign cap than levy units
– Fixed dismounted stats of cavalry
– Buffed stats of two handed units and axe infantry
– Lowered melee/morale stats of artillery crews
– Buffed stats and appearance of Arverni Veteran Spearmen, Heavy axemen and Pontic garrison spearmen
– Buffed Numidian archers, nerfed Numidian slingers and lowered elite Numidian peltast melee slightly.
– Thracian javelin infantry has +1 ammo, skirmishers and peltasts melee slightly increased.

New Belgic Dual Culture Temples & Other New Buildings
– Belgic cultures now have new temples that give both Celtic and Germanic culture to go with their new dual culture system. These temples are based on historical research and local cultural gods.
– Added new unique Getae tier 5 commons (forum) building.
– Added new unique Massalia tier 5 temple building.
– Fixed Nuragic cultures in RoR having the wrong temple types.

New UI Supply & Population UI Changes
– The Settlement panel has been restructured so that the original vanilla growth points and bar are shown properly again.
– The population total number has been moved to the right top of the panel.
– New and/or updated buttons have been added for the supply and population summaries.
– Units now show their population class, unit type and manpower size when you hover over them in an army.
– Fixed a bug where Mercenary unit classes were being reported as the local region owner’s classes instead of the player’s classes.
– Capital change button has been updated and improved with changing icons as well.
– The summary texts for population and supply have been updated and improved.
– Changed building supply production effect texts to be a bit more clear.
– Added new link button to DeI website on in game menu.

Baggage Trains
– Baggage trains now lower the population requirement for an army to begin replenishment.
– Armies with a baggage train unit now use less supplies in foreign territories for a longer period of time.
– Baggage trains now give missile and artillery units 15% more ammunition in an army.
– Nomad baggage trains now have the same campaign movement as cavalry and provide food to your faction when in foreign lands.
– Roman Marian and Imperial baggage trains now have the same campaign movement as infantry.
– Updated Baggage train descriptions to better explain their benefits.

Disbanding & Population System Bugs
– Fixed a disbanding bug that would cause population levels to massively decrease on the next turn, especially when disbanding whole armies/generals.
– You can now disband a whole army or multiple units at once and get back the proper population amount.
– Population levels should also report correctly the same turn you disband, although you have to click away to a different region and back to see the updated results.

Faction Flags & Emergent Factions

– New & Reworked flags for most factions and emergent factions to better fit with the overall aesthetic.
– Changed many emergent faction names to have more historical and less generic names.
– Fixed many inconsistencies with emergent faction cultures and subcultures.
– Fixed various bugs with incorrect or missing entries for emergent factions.
– Fixed various uniform color errors.

Major Changes
– Changed Getae reform requirements to include battles with nomadic factions or Roman factions rather than just Rome.
– Further lowered autoresolve impact of missile units including skirmish time, ammo used and maximum kills per second.
– Fixed the crash issue in the Empire Divided campaign associated with the Palmyra faction. May also fix some other campaigns that have Roman female leaders (using the female leader submod)
– Added subjugation occupation option for Arverni to fit with their faction trait.
– Fixed various Armenian temples missing cultural conversion bonuses.
– Added experience bonus for AI generals based on imperium level.
– Fixed population system not properly identifying enemy vs allied armies in some situations.

Other Changes & Fixes
– Increased positive diplomacy from marriages.
– Updated looks for Parthian and Media Atropatene generals.
– Added new loading screens.
– Greek factions can now recruit siege building units from the Syracuse capital building.
– Fixed a lot of issues with Irish unit skins and missing or buggy textures.
– Improved trade region effect for Petra and added a special regional bonus.
– Fixed public land buildings sharing a building instance with other building types, sometimes causing them not to be available to build or convert. This mostly affected the public medicus buildings.
– Fixed Alpine regions missing auxiliary units in IA campaign (new campaign only)
– Fixed AI Libyan roster missing early recruitment for basic javelin and spear units.
– Fixed chapter 1 mission unit requirements for Roxolani.
– Added population effects for Roman/Hellenic brick industry buildings
– Moved Getae horse archer unit to be recruitable from temples 3 and 4.
– Moved various AI Celtic and Dacian sword units to higher building recruitment tiers.
– Moved Lusitani elite shock infantry to tier 3 barracks.
– Changed Italia province name to Magna Graecia
– Changed some region names to better match historically.
– Fixed Getae chapter 7 missions requiring wrong unit types.
– Fixed Syrian archers disappearing when zoomed out.
– Increased bonuses and decreased negatives from empire goverment type.
– Moved Dacian late swordsmen to pop class 2 and Arverni veteran freeman to pop class 3.
– Fixed new Spartan units not being recruitable from special tier 5 barracks.
– Fixed barbarian tier 1 sieger army tradition giving wrong type of attrition bonus
– Fixed Armenia having wrong marine types assigned.
– Changed Armenian thureos unit to pop class 3.
– Fixed lots of text errors thanks to Augustus
– Fixed many elephant units having wrong population size.
– Fixed triballi emergent faction commander options.
– Moved Media Sparabara and Elite Sparabara to barracks recruitment and Persian Archers to city recruitment.
– Moved Arverni late oathsworn to tier 3 barracks to match early version.
– Fixed tier 4 egyptian temple missing pop texts.
– Fixed all AI recruitment templates still having melee cavalry options.
– Fixed slave income effect on special tier 4 Illyrian port.
– Changed 2 Indian temple icons to be more in line with building icon style.
– Renamed Mauryan empire to Maurya Samrajya.
– Fixed Hellenic barracks tier 1 having wrong pop effect
– Fixed wrong speed entries on some Scordisci units
– Fixed Massalian veteran hoplite stats
– Fixed Pergamon thorax sword unit not properly being locked to thorax (new campaign only)
– Fixed pop class of AOR Corinthian unit.
– Fixed various Roman ancillaries shared by other cultures not properly being added when assigned.
– Fixed Getae unit recruitment missing from special capitals.
– Fixed wrong stats of 2 Massalian units
– Fixed wrong animation for Dardanian Aux cavalry
– Fixed ancillaries with attacker siege holdout time effects doing the opposite.
– Fixed severed head ancillary triggering for non barbarian factions and celtic turncoat being bugged for others
– Removed Dii Rhomphaiaphoroi infantry from Dacian AI recruitment
– Fixed Mauryan medicus and trader buildings missing names
– Switched Galatian Thureos spear and Naked warriors unit cards
– Moved Numidian javelins to city recruitment and slingers to barracks recruitment
– Fixed bugged lamellar armor on many media/nomad units.
– Fixed bugged helmet/hair textures on Iberian Vasci unit and Suebi heavy cavalry.
– Changed pop classes for some Syracuse units and removed some AOR units from their cultural group so they will be foreign (Italian, Corsican, Sardinian).
– Changed Mauryan armored elephants to pop class 2.
– Fixed various Iberian units having oathsworn/Gallic audio.
– Fixed 2 parthian cataphract units having bugged armor skirts.
– Added 3c cult/admin buidlings back in, were missing when startpos was redone
– Removed an incorrect unit from the Scordisci roster
– Fixed Galatian faction effect text at campaign selection being bugged.
– Fixed Iolei shield wall unit missing swords in formation.
– Fixed Medewi having wrong temple requirements for cultural victory (new campaign only)
– Moved AI Dacian Dii Rhomphaia unit to barracks tier 3.
– Changed Medewi 2h axemen to 2nd class pop.
– Fixed Iberian and Eastern AI commander units having wrong unit cards.
– Removed javelin references in some unit descriptions for units that no longer have them
– Fixed Mauryan heavy sword unit missing from custom battle and being improperly assigned to tier 4 cities instead of just barracks
– Fixed warhorse forum and special building missing flavor texts

Credits
– Augustusng and Jake for all the great work on the emergent factions and other research.
– Big thanks to Jake for the crazy hard work on all the flags and the UI!
– Huge thanks to great research from the folks over at https://senobessusbolgon.wordpress.com/ for the new belgian temples!
– Thanks to Davicolt for the unit card work!
– Benjin & Rome 2 HD team – new models and fixes
– AveMetal from Para Bellum mod for animation editing advice
– Michal Magnachar Pavlišta of the Kmen Hardrubů for sources on Germanic equipment
– Vandamsel/Falco – countless unit visual tweaks and fixes
– Elon Rodney – idea about better AI generals spawn based on AI imperium level and Jake for the implementation
– KLA for the great new helmet textures!
– Thanks to Steve_Raptor and Q_Sertorius for helping report the disband pop issue.
– Thanks to TheCzarsHussar for updated Alan cavalry visuals

Total War Trivia & Interview with Dresden & KAM

Interested in what the DeI devs look like? Want to see if we remember what we have modded the past 7 years?

Or, maybe you are just interested to know more about how the mod started.


Check out the video to see our ugly mugs and learn more about us and the mod!

1.2.6a Released!

 1.2.6a Patch Notes

*Only Part 1 Updated!
*Save compatible

Battle & Unit Changes
– Fixed weight values across all units so that their description now better matches the unit type (ie light, heavy etc)
– Added new Late Ptolemaic Cavalry unit to thorax reforms (will be unlocked early in saves)
– Added Celtic and Iberian cavalry standard bearers
– Changed Partian AOR unit to Nisean Cavalry unit
– Changed many unit settings for resistance to cold/heat to be more consistent and realistic.
– Lowered tower arrow damage
– Heavily nerfed bolt tower damage
– Small rebalance of Greek sword units (less base damage, more AP)
– Small base damage increase to elite foot archers
– Small AP damage increase to lance/sword cavalry units
– Increased lance cavalry and falx infantry charge bonus by 15%
– Getae units rebalanced, mostly a bit better and more differentiation
– Added flaming arrows to Cretan archers
– Fixed stats/armor of some Armenian and Cappadocian units
– Lowered camel bonus vs cavalry
– Increased bonus vs infantry of Greek swords
– Slightly increased pike phalanx and hoplite phalanx bonus vs elephants
– Small decrease to elephant HP
– Fixed wrong horse entry of early Pontic lancers
– Small increase to mass of hoplites and pikes
– Fixed missing Unique Mount entry for AoR Thessalian cavalry
– Slightly nerfed damage and speed of camel cataphracts
– Fixed incorrect speed entries of few militia hoplite units
– Slightly buffed Illyrian Heavy Infantry
– Fixed missing Charge Defence of Illyrian Heavy Spearmen
– Illyrian Pirates speed increased
– Increase unit size to 200 for basic Medewi archers
– Fixed wrong mass entry for elite chariots
– Small tweaks to melee weapon damage
– Lowered damage of chariot javelins
– Changed stats/appearance of some Cappadocian cavalry units

New UI Features
– New Population and Supply information hover text buttons on the top right of the region panel.
– Province/Region effects are now limited to 12 rather than 6 slots, so they should show up properly in the UI. 
– Aqueducts now will show up on the Grand Campaign, Augustus and Empire Divided maps.

Faction Traits
– Added new faction traits for Nomadic, Irish, African, Cimbri, Arabian, Illyrian, Dacian and Thracian factions. 

New Buildings
– Added new buildings for spice and amber regions. Will only show up in new games.
– Added new special Getae fortification building (one of their new faction traits)

Region Effect Changes & Edict Interaction
– Fixed Regional effects that were not properly working. These include growth, public order and tax effects. This will impact save game values.
– Changed regional tax, public order and growth effects to better fit various regions and for balancing purposes.
– Changed regional livestock effect to also affect agriculture income.
– Different regions now affect edicts in different ways, adding to variance for certain edicts across various provinces.
– Barbarian Tax Tribute – Lower Public Order in foreign areas, Higher taxes in home areas.
– Barbarian Migration – Lower Public Order in foreign areas
– Export Food – Higher Income in fertile regions, more food used
– Civilized Tax Harvesting – Lower Public Order & Tax Rate in Barbarian Lands
– Party Loyalty – Increased to 15, added Public Order Negative
– Commercial Stimulation – Lowered to 12% base, added Public Order Negative. Trade income increased based on region.

Agricultural & Food Edict Economic Changes
– Overall changes aimed at making agriculture income more viable while tax and trade will be slightly less dominant for some regions.
– Increase to agriculture income from farms/livestock buildings and granaries, added agriculture income % increase to granaries.
– Added base level food, growth and income effects for Export/Import Food edicts.
– Changed Olive, Fish and Wine resource trade buildings and Fish ports to produce agriculture rather than trade income. Changed Horse resource trade building to produce animal husbandry rather than trade.
– Timber, Copper and Iron resource buildings now give industrial income rather than trade.
– Various food/tavern forum buildings now split income between trade and agriculture/livestock and interact with the food edicts.
– Tier 3 and 4 of buildings that interact with export and import food edicts also help the reverse edict. For example, trade ports that normally import food will also reduce the food and growth cost of the export edict at tier 3/4.
– Slight increase to Export food edict income from various buildings.

Autoresolve Changes
– Reduced infantry missile unit autoresolve effectiveness.
– Fixed many autoresolve settings that were missing proper assignments based on battle types. Made the autoresolve tables more clear for modding purposes.
– Fixed ambush autoresolve giving a bonus to defenders.
– Fixed various autoresolve situations having the wrong settings and some vanilla bugs/mistakes.

Other Fixes/Changes
– All Barbarian factions now have increased income from looting/sacking/razing.
– Fixed incorrect population size entries for around 45 units, fixed new Cretan Mercenary unit missing population entry.
– Added a custom battle cap of 2 for all Mercenary, AOR and Auxiliary troops. Also cap of 1 for Macedonian general unit.
– Fixed various factions having the wrong personality settings (new campaign only)
– Fixed new Iberian horses not showing up properly.
– Moved Night attack ability from level 1 to level 2 of Night Commander skill which is now unlocked at character rank 3. Added some extra effects to the skill overall.
– Added new effects for regions with higher political loyalty.
– Fixed Mauryans using the wrong AOR population settings. They will no longer recruit Persian units with their population.
– Added 37 new Mauryan female names
– Gave eastern Germanic factions access to Scanadanivan local units (Western Germanic already had this)
– Added camel officer variants for new Parthian and Nabatea units
– Fixed HatG Arevaci having vanilla unit colors.
– Fixed Rhodian hoplite slinger unit not properly getting slinger bonuses.
– Fixed typo in Cappadocian swordsmen description.
– Changed RoR Hellenic generals to use new custom Greek general models.
– Fixed spelling of Maurya faction name.
– Added Late Dacian foot nobles to Getae recruitable roster (previously commander only unit)
– Fixed 2 Media units not properly being classified in the missile unit set (and therefore not receiving some effects)
– Removed concentrated fire ability from early and late Bactrian cataphracts.
– Fixed incorrect reform information text for Saka.
– Fixed AI recruitment profile for a Mauryan sword unit.
– Fixed ancillary portrait for barbarian bard retinue.
– Changed Belgic cav unit name to distinguish from another unit.
– Fixed Egyptian Cilician peltasts missing from campaign recruitment.
– Moved Egyptian archers and Judean archers/slingers to different recruitment buildings.
– Fixed tier 4 Zarmizegetusa special capital fort variant missing garrisons when owned by Barbarians.
– Fixed crocodile wrestler ancillary missing subculture assignments.
– Fixed special garrison units having too low of a priority.
– Changed egypt/pontus chariot army tradition to affect cavalry in general instead.
– Fixed 2 Armenian generals with bugged shields
– Fixed bugged Medewi general variant
– Moved AOR Scordisci unit from Thrace to Pannonia

Credits
– Huge thanks to DETrooper for the Region effect UI change!
– Thanks to yaxl3y for finding the issue with regional tax effects.
– Big thanks to Daruwind, DETrooper and Jake for the new UI buttons to use!
– Thanks to DMW for the research for faction traits yet again!
– Thanks to Vandamsel for helping with testing so many smaller details! 

1.2.6a Preview – UI Features & Economic Changes

Overview
We had originally planned on a small fix update after our large summer release of 1.2.6. However, as work continued on our upcoming “hotfix”, the features and new changes kept expanding. So, this new update will be a rather large affair. Whereas the previous update over the summer was primarily focused on battle changes and various new units, this patch is mostly focused on some new campaign changes and features. Highlights include new UI features, new faction traits, new buildings, region effect and edict changes, economic changes and many other changes and fixes.

New UI Features
Thanks to great help from DETrooper, Jake, and Daruwind, we have some wonderful new UI fixes and new features to show off.

The first new features are two new information hover text buttons for the supply and population systems. These will help both new and veteran players be able to access the information about a region’s supply and population status in an efficient and summarized manner. The more detailed breakdowns for these systems will still remain in their current locations:


The second isn’t a new feature but it is a fix that has been long desired by everyone. Rather than having Province effects limited to 6 slots and, therefore, unable to display most region effects, the new limit has been raised to 12. This will allow players to see all the local effects going on in their regions and provinces:


Finally, the last change is the presence of aqueducts for Roman players on the campaign map. Due to a vanilla bug/oversight, aqueducts were never displayed properly on the Augustus campaign map (which is used by the Grand Campaign, Augustus Campaign and Empire Divided Campaign). Now, they will properly be displayed:


New Faction Traits
Like last patch, we are continuing to overhaul the faction traits for various cultures, specifically ones who received the more generic or boring traits (or had copied traits). For this patch these include the Nomadic, African, Arabian, Illyrian, Dacian, Cimbri, Irish and Thracian factions.

New Buildings
A few new buildings have been added to the mod with this update. These include new amber/spice trader buildings in the regions that produce those resources and a new special faction trait Getae-only building, which goes with the new faction trait overhaul.


Region Effect, Edict & Economic Changes
– Region Effects have been fixed since many effects were not working properly. New effects have been added, especially ones that affect edicts so that they will be different based on the region and province.
– The Agriculture economy has been reworked to make it more effective when compared with the trade and tax economies. This rework includes changes to buildings, region effects and the export and import food edicts to make them more viable and to make certain buildings more helpful for them.
– More information on the many changes this will entail to various buildings and other systems will be included in the upcoming patch notes.

Smaller Fixes & Release
A lot of smaller fixes and changes will be included in this patch as well, including those for battles. We plan on releasing this patch in the next couple of weeks.

Credits
– Huge thanks to DETrooper for the Region effect UI change!
– Thanks to yaxl3y for finding the issue with regional tax effects.
– Big thanks to Daruwind, DETrooper and Jake for the new UI buttons to use!
– Thanks to DMW for the research for faction traits yet again!

Divide et Impera 1.2.6 Released!

Downloads

Save Compatible
Both Part 1 & 2 Updated
 
Part 1: Download (Mirror)
Part 2: Download (Mirror)
 
OR
 
 
Please consider supporting the mod and this website, thanks!
_____________________________________________________________________

Overview
After many months of our public beta, we are happy to announce the new mod update has been released. Thanks to so many people who helped to test the beta and give feedback! This new 1.2.6 update includes a lot of major battle changes, various new units and reforms, new faction traits and many new campaign features and fixes. You can find the details of the patch in the notes below and also the credits for so many wonderful contributors. Everyone please make sure to thank KAM, who has worked long and hard on large parts of this update!

Patch Notes

Battle Changes

Balance and other changes:
– Ranged attack and reloading now properly apply fatigue to units.
– Fatigue penalty increased but it takes longer to reach the various tiers.
– Slightly increased unit spotting range.
– Reworked unit experience threshholds.
– Reworked morale values to make them more balanced throughout a campaign.
– Reduce killing power of infantry charge, units with expert charge defense can effectively counter charges.
– Melee intervals (cooldown between attack animations) lowered from 3 to 1.5 seconds.
– Spear units are now tougher to kill in melee, Sword units have a bonus vs infantry.
– Unit hitpoints and weapon damage reworked, hopefully cavalry and elephants will take less casualties from autoresolve
– Various specific units like agrianian infantry, Socii units and war dogs reworked.

Ranged Combat Changes:
– Artillery ammo reduced, slightly increased damage to siege equipment from fire.
– Iberians now have access to their historical flaming javelins.
– Fixed trajectory of horse archer attacks sometimes preventing AI from fully using them.
– Added small knockback chance to all ranged weapons when soldiers are wounded by projectiles.
– Cavalry harder to decimate by precursor javelins of infantry but those javelins can now disrupt charges with knockback.

Battle AI Behavior:
– AI should now use disciplined formation in defensive battles.
– Both Shock and Melee cavalry are classified as shock cavalry now to improve AI use of those units.
– Infantry without ranged weapons will now properly brace vs cavalry and will use non phalanx formations properly.

Unit Movement and Combat Animations:
– All Thureophoroi and 2handed non heavy units now have 3 speed.
– Pikes and Hoplites have a harder time passing through enemy units.
– More rare kill animations should play out.
– Slight increase to medium and heavy infantry speed.
– Increased unit acceleration and deceleration speed to improve unit spacing after charge.
– Improved unit spacing for many units and fixed issues of unit overlap.
– Increased variety between soldier heights for various units.

UI Changes
– Fatigue penalties are now added to the unit status (i.e. Fresh 100% strength, Tired 70% strength)
– Morale % is now displayed on the unit UI status when you hover over your unit (i.e. Eager Morale 85-100%)
– Added ranged stats to elephant UI display

New Special Horses & Cavalry Changes

– Various units now have special horse types that give them specific bonuses.
– New Thessalian horse entry that combines both speed and charge power.
– Numidian horse that lacks charge but has great speed/acceleration, guerilla deployment and ignores ground penalties.
– Celtic Mairepos warhose that has speed and a greater charge power due to size.
– New Parthian Nisean horses as well.
– Camels now have custom weapon entries with a combat advantage over horses and a larger morale hit against cavalry.
– Reduced and added more variety to cavalry running speeds.
– Elephants have been reworked – they are more resilient against ranged and a bit easier to kill in prolonged melee. Fixed an issue where some tower elephants had double the hitpoints intended.
– Reduced strength of frontal cavalry charge on fresh units but increased ratio of AI cycle charging. AI will cycle charge less if they are doing well in melee.
– Cavalry takes larger casualties when pulling out of combat.
– Iberian horses once again have their unique look and changed look of Iberian armored horse.

Campaign\Unit Changes

New Median Overhaul and Reforms (Preview)
– New reform units added for Atropatkan. Around 9 new units, added at 2 reform levels.
– 2 new custom reforms: Iranian (65 turns) and Imperial (211 turns and certain regions).
– Media can now confederate with other Persian factions.
– New faction emblem and unit cards.
– New Persian culture emblem.

New Units For Other Factions
– 3 new Spartan units, new Parthian unit, new Nabatean unit, updated Rhodian unit, new Cretan Mercenary unit, new Sarmatian unit and new Hellenic AOR Galatian unit.
– Changed visuals and stats for Camillan Equites and Campanian Cavalry.
– Changed visual for Syrian elephants.
– Updated visuals for three Parthian Cataphracts units and Dahae Nobles.

New Barbarian Faction Traits from DMW
– Updated traits for Gallic, Germanic, British and Iberian factions to make them much more unique.
– Highlights include the Arverni’s new ability to form client states, new population system interaction for various factions, and more.

Naval Overhaul Summary from Demosthenes26
– Ramming speeds, acceleration, and base ramming damage have been increased to make ramming more effective. Most ships can sink a ship of the same type in two rams. This makes double-teaming a great tactic, as a follow-up ram from a short distance has reduced force.
– Updated the recruitment templates for all AI Hellenic factions, reflecting battle fleets and patrol fleets with historical faction considerations. Generally an “early” and a “late” version of each, with the late version given preference once those ships are available.
– More Scorpions added on Tetreres level ships and up.
– Lighter vessels now have further campaign movement range than heavier vessels, allowing for patrol vs battle fleets.
– More Hellenic factions can recruit Hexaremes and Hepteres, with variation depending on the faction.

New Capital Change Button
– The button has been moved to a new location in the top right of the settlement panel. Thanks to DETrooper for the UI wizardry!
– The button will no longer have the overlay problem for some players after battles and will no longer open the encyclopedia when clicked.
– Some text issues fixed.

Major Campaign Changes
– Barbarian transport ships will now be immune to attrition when near one of their cities.
– Fixed AI Carthage’s defense script and made it more robust.
– Women generals for factions that have them now receive the Commander/Brawler/Scholar traits.
– Women politician-only characters now have special personality and background traits. Existing women in save games will retain older versions of these traits.
– Agents now have new background traits with effects better suited for them. Existing agents retain older traits.
– Fixed various ancillaries that were triggering but not being assigned (thanks MrTimbe!) and lowered some chances for ancillaries that were happening too frequently.
– Slight reduction to overcrowding effect on 1st class population.
– Commander trait will no longer decrease from “close victories”.
– Intellectual trait has a slightly higher chance to increase and slightly lower chance to decrease.
– New faction emblems for various factions to make them more in line with other emblems. Thanks to Jake!
– Unit costs and upkeep have been recalculated based on new stats and battle changes. Also, various core mercenaries have had their costs properly increased.

All Factions Playable Submod

– Victory conditions have been added for all factions.
– New frontend map images for all factions from Lugos. Huge thanks!
– Fixed issue where autosaving wasn’t working properly.

Smaller Changes/Fixes
– New Persian culture emblem added.
– Fixed various units not being properly designated as bodyguard units and missing out on commander effects.
– Changed supply system region names to match our city names rather than the now defunct region name system.
– Fixed Seleucid Companion cavalry unit not properly locking when late version is made available through reforms (new campaign only).
– Replaced Companion Cavalry unit card with older version.
– Fixed typo in intellectual trait description.
– Fixed missing ancillary image.
– Increased food, agriculture income and sell food edict income effect from livestock farm buildings.
– Increased income and income modification effect from livestock forum main city building.
– Fixed Athenian AOR hoplite description text
– Fixed bugged Illyrian general skin
– Changed Libyan Hoplites for Carthage to 3rd class.
– Fixed light cavalry masters army tradition having inverted effects for tier 2/3.
– Reverted Apulian and Lucanian unit hoplon patterns to older versions.
– Fixed starting RoR Roman family leader traits
– Added new unit cards for Egypt Thorax swords and 2 Macedonian bodyguard units.
– Fixed population size for a Meroe unit.
– Fixed a Barbarian ancillary image.
– Added missing effects to Syracuse HatG special temple.
– Fixed flavor text for Military Academy buildings.
– Fixed Galatian Noble cav missing legs.
– Fixed incorrect upgrade chains for Hellenic iron main city buildings.

Credits
– KAM for all the crazy hard work on so much of this update – from the battle changes to the Media overhaul!
– Mr Timbe for the hard work helping to fix the ancillary issue and the great help with the barbarian supply transports. Big thanks!
– Lugos for all the great work on the AFP submod art
– DMW for the hard work on the faction trait ideas
– Big thanks to DETrooper for the UI work on the change capital button!
– Thanks to Jake for the new Media emblem and many faction emblems.
– Thanks to Paladin94610 for the help with various fixes!
– Once again big thanks to sourav for the Media unit cards.
– Major thanks to Demosthenes for all the work on the naval changes
– Thanks to Celticus for the new sword model and helmet texture.
– Thanks to Shapur e Sassani for help with Median names.

 1.2.6a Patch Notes

Battle & Unit Changes
– Fixed weight values across all units so that their description now better matches the unit type (ie light, heavy etc)
– Added new Late Ptolemaic Cavalry unit to thorax reforms (will be unlocked early in saves)
– Added Celtic and Iberian cavalry standard bearers
– Changed Partian AOR unit to Nisean Cavalry unit
– Changed many unit settings for resistance to cold/heat to be more consistent and realistic.
– Lowered tower arrow damage
– Heavily nerfed bolt tower damage
– Small rebalance of Greek sword units (less base damage, more AP)
– Small base damage increase to elite foot archers
– Small AP damage increase to lance/sword cavalry units
– Increased lance cavalry and falx infantry charge bonus by 15%
– Getae units rebalanced, mostly a bit better and more differentiation
– Added flaming arrows to Cretan archers
– Fixed stats/armor of some Armenian and Cappadocian units
– Lowered camel bonus vs cavalry
– Increased bonus vs infantry of Greek swords
– Slightly increased pike phalanx and hoplite phalanx bonus vs elephants
– Small decrease to elephant HP
– Fixed wrong horse entry of early Pontic lancers
– Small increase to mass of hoplites and pikes
– Fixed missing Unique Mount entry for AoR Thessalian cavalry
– Slightly nerfed damage and speed of camel cataphracts
– Fixed incorrect speed entries of few militia hoplite units
– Slightly buffed Illyrian Heavy Infantry
– Fixed missing Charge Defence of Illyrian Heavy Spearmen
– Illyrian Pirates speed increased
– Increase unit size to 200 for basic Medewi archers
– Fixed wrong mass entry for elite chariots
– Small tweaks to melee weapon damage
– Lowered damage of chariot javelins
– Changed stats/appearance of some Cappadocian cavalry units

New UI Features
– New Population and Supply information hover text buttons on the top right of the region panel.
– Province/Region effects are now limited to 12 rather than 6 slots, so they should show up properly in the UI. 
– Aqueducts now will show up on the Grand Campaign, Augustus and Empire Divided maps.

Faction Traits
– Added new faction traits for Nomadic, Irish, African, Cimbri, Arabian, Illyrian, Dacian and Thracian factions. 

New Buildings
– Added new buildings for spice and amber regions. Will only show up in new games.
– Added new special Getae fortification building (one of their new faction traits)

Region Effect Changes & Edict Interaction
– Fixed Regional effects that were not properly working. These include growth, public order and tax effects. This will impact save game values.
– Changed regional tax, public order and growth effects to better fit various regions and for balancing purposes.
– Changed regional livestock effect to also affect agriculture income.
– Different regions now affect edicts in different ways, adding to variance for certain edicts across various provinces.
– Barbarian Tax Tribute – Lower Public Order in foreign areas, Higher taxes in home areas.
– Barbarian Migration – Lower Public Order in foreign areas
– Export Food – Higher Income in fertile regions, more food used
– Civilized Tax Harvesting – Lower Public Order & Tax Rate in Barbarian Lands
– Party Loyalty – Increased to 15, added Public Order Negative
– Commercial Stimulation – Lowered to 12% base, added Public Order Negative. Trade income increased based on region.

Agricultural & Food Edict Economic Changes
– Overall changes aimed at making agriculture income more viable while tax and trade will be slightly less dominant for some regions.
– Increase to agriculture income from farms/livestock buildings and granaries, added agriculture income % increase to granaries.
– Added base level food, growth and income effects for Export/Import Food edicts.
– Changed Olive, Fish and Wine resource trade buildings and Fish ports to produce agriculture rather than trade income. Changed Horse resource trade building to produce animal husbandry rather than trade.
– Timber, Copper and Iron resource buildings now give industrial income rather than trade.
– Various food/tavern forum buildings now split income between trade and agriculture/livestock and interact with the food edicts.
– Tier 3 and 4 of buildings that interact with export and import food edicts also help the reverse edict. For example, trade ports that normally import food will also reduce the food and growth cost of the export edict at tier 3/4.
– Slight increase to Export food edict income from various buildings.

Autoresolve Changes
– Reduced infantry missile unit autoresolve effectiveness.
– Fixed many autoresolve settings that were missing proper assignments based on battle types. Made the autoresolve tables more clear for modding purposes.
– Fixed ambush autoresolve giving a bonus to defenders.
– Fixed various autoresolve situations having the wrong settings and some vanilla bugs/mistakes.

Other Fixes/Changes
– All Barbarian factions now have increased income from looting/sacking/razing.
– Fixed incorrect population size entries for around 45 units, fixed new Cretan Mercenary unit missing population entry.
– Added a custom battle cap of 2 for all Mercenary, AOR and Auxiliary troops. Also cap of 1 for Macedonian general unit.
– Fixed various factions having the wrong personality settings (new campaign only)
– Fixed new Iberian horses not showing up properly.
– Moved Night attack ability from level 1 to level 2 of Night Commander skill which is now unlocked at character rank 3. Added some extra effects to the skill overall.
– Added new effects for regions with higher political loyalty.
– Fixed Mauryans using the wrong AOR population settings. They will no longer recruit Persian units with their population.
– Added 37 new Mauryan female names
– Gave eastern Germanic factions access to Scanadanivan local units (Western Germanic already had this)
– Added camel officer variants for new Parthian and Nabatea units
– Fixed HatG Arevaci having vanilla unit colors.
– Fixed Rhodian hoplite slinger unit not properly getting slinger bonuses.
– Fixed typo in Cappadocian swordsmen description.
– Changed RoR Hellenic generals to use new custom Greek general models.
– Fixed spelling of Maurya faction name.
– Added Late Dacian foot nobles to Getae recruitable roster (previously commander only unit)
– Fixed 2 Media units not properly being classified in the missile unit set (and therefore not receiving some effects)
– Removed concentrated fire ability from early and late Bactrian cataphracts.
– Fixed incorrect reform information text for Saka.
– Fixed AI recruitment profile for a Mauryan sword unit.
– Fixed ancillary portrait for barbarian bard retinue.
– Changed Belgic cav unit name to distinguish from another unit.
– Fixed Egyptian Cilician peltasts missing from campaign recruitment.
– Moved Egyptian archers and Judean archers/slingers to different recruitment buildings.
– Fixed tier 4 Zarmizegetusa special capital fort variant missing garrisons when owned by Barbarians.
– Fixed crocodile wrestler ancillary missing subculture assignments.
– Fixed special garrison units having too low of a priority.
– Changed egypt/pontus chariot army tradition to affect cavalry in general instead.
– Fixed 2 Armenian generals with bugged shields
– Fixed bugged Medewi general variant
– Moved AOR Scordisci unit from Thrace to Pannonia

Credits
– Huge thanks to DETrooper for the Region effect UI change!
– Thanks to yaxl3y for finding the issue with regional tax effects.
– Big thanks to Daruwind, DETrooper and Jake for the new UI buttons to use!
– Thanks to DMW for the research for faction traits yet again!
– Thanks to Vandamsel for helping with testing so many smaller details! 

1.2.6 Additional Units Preview

 Hello!

The DeI team proudly presents our last preview before the next big update gets released! This preview is from KAM and represents his hard work alongside all the great battle changes.

While we dont have new a factional overhaul…we added and changed a lot of other stuff for a variety of factions and cultures, from new to updated units.

Here is a full list and some details:

SPARTA

1. Trophimoi (New unit)

These soldiers are a guests of Sparta, sons on wealthy perioikoi and noble families from whole Hellas. They were taught by Spartans, took part in their campaigns and at the end of their education could even remian in Sparta and be granted citizenship.

Unique feature: due to low numbers of students and their foreign background, this unit draws 4th pop class and takes 3 turns to be recruited.

2. Neodamodes (New unit)
Freed helots that either bought or were granted their freedom for military service. They were able afford or loot equipment and were trained to fight in phalanx.

3. Nedamodes Phalangitai (New unit)
Created out of necessity by Cleomenes III, these helots bought their freedom for 5 attic minas and were later armed and trained to fight in Macedonian fashion. They numbered 2000.
Unique feature: Due to being armed by state, these units gets 50% cost increase while drawing from 3rd popclass. They are not equal in combat to other regular pike units but provide perfect ad hoc troops if player has population issue while having enough money in treasury, which was exact problem that Cleomenes faced.

ROXOLANI
1. Late Sarmatian Cataphracts (New unit)
These Cataphracts are heavily armoured and deadly in combat. They represent later staged of Nomadic cavalry.

PARTHIA
1. Camel Cataphracts (New unit)
Camel Grivpanvar are a bit troublesome units. While we do have text evidence of them, there are no details how they were equipped and there are no preserved camel armours. Grivpanvar might meant that at least rider was heavily armoured but not sure about mount. In order get somewhat accurate version of them, only 1/3 of camels have armoured. In sources they were described as using javelins.

2. Dahae Noble Cavalry (Overhauled unit)

3. Early Parthian Cataphracts (Overhauled unit)

4. Noble Cataphracts (Overhauled unit)

5. Late Cataphracts (Overhauled unit)

6. Cataphract Horse Archers (Overhauled unit)

DIADOCHI Area of Recruitment
1. Galatian Heavy Infantry (New unit)
Unique feature: These Galatians are unique unit for Macedon, Seleucids and Egypt. They can be recruited in Ancyra after thorax reform.

AREA OF RECRUITMENT & MERCENARY UNITS
1. Mercenary Cretan Infantry (New unit)
Hardy mercenary Infantry from Crete, they perform as early shock troops for Hellenic factions. While they can deal a lot of damage, they will fare poorly when under heavy missile fire or against cavalry.

2. Syrian Elephant (Overhauled unit)
Syrians have received a bit more armour but their recruitment got limited to Antioch and their recruitable numbers are much smaller.

3. Campanian Cavalry (Overhauled unit)
Unit was remade to better show their elite status and historical sources. They are elite skirmisher cavalry, some soldiers carry shields while others prefer to hold more javelins. Horses, while mostly unarmoured, are wearing some armour.

RHODOS
1. Rhodian Ekdromoi (Overhauled unit)
Light Rhodian hoplites are unique unit due to ability to use slings before melee. They are based on Rhodian hoplites serving also as slingers during Anabasis.

NABATEA
1. Nabatean Noble Camels (New unit)
Armies of Nabatea used large amounts of camels, often made only of them. They fought as javeliners that could run down enemies if needed. At one point Nabatean camel army even annihilated Hellenic force of combined infantry and cavalry that was supposed to subjugate them. This unit is made of more wealthy citizens that are able to afford better equipment.

SELEUCIDS
1. Hellenic Cataphracts (Overhauled unit)

2. Late Companion Cavalry

ROME
1. Early Equites (Overhauled unit)
Early Equites are now more lightly armoured to better match historical sources.

EGYPT
1. Ptolemaic Thorakitai (Overhauled unit)

 HELLENIC OFFICERS & STANDARD BEARERS
Below are just few examples as their variety is much larger!
1. Macedonian Officer

2. Ptolemaic Officer

3. Late Seleucid Officer

4. Spartan Officer

5. Standard Bearer

Credits:
Celticus – new longer kopis model and upgraded texture of conical Parthian helmet 

Updated Beta Patch Notes & Upcoming Release

Greetings everyone, I hope you are all well!
Here are some updated Beta patch notes for those interested. We have been continuing the beta over the past several months with some great feedback from all our players. One of the goals of this new update will be to make the mod a little more competitive and fun in multiplayer battles and to make battles overall a bit more balanced. To that end, we have quite a few battle changes as you can see below. We also have many new campaign features and large fixes that will help further polish the mod and repair some outstanding old problems. Our plan is to release the next major 1.2.6 update for the mod in a few weeks – so stay tuned!
 
Beta Download:
–> Download (Mirror) <–
*Many submods will not be compatible until they are updated!*
 
Installation Instructions
1. Download the pack from one of the links above. Place that pack in your Rome 2 data folder.
2. When you load the game, click Mod Manager. Make sure the fix pack is listed above the main mod files and that the fix pack loads first. For now this is not available on Steam.
 
 
Patch Notes

Battle Changes

Balance and other changes:
– Ranged attack and reloading now properly apply fatigue to units.
– Fatigue penalty increased but it takes longer to reach the various tiers.
– Expert charge defense has been removed and replaced with better mass mechanics.
– Slightly increased unit spotting range.
– Reworked unit experience threshholds.
– Reworked morale values to make them more balanced throughout a campaign.
– Reduce killing power of infantry charge, units with expert charge defense can effectively counter charges.
– Melee intervals (cooldown between attack animations) lowered from 3 to 1.5 seconds.
– Spear units are now tougher to kill in melee, Sword units have a bonus vs infantry.
– Unit hitpoints and weapon damage reworked, hopefully cavalry and elephants will take less casualties from autoresolve
– Various specific units like agrianian infantry, Socii units and war dogs reworked.

Ranged Combat Changes:
– Artillery ammo reduced, slightly increased damage to siege equipment from fire.
– Iberians now have access to their historical flaming javelins.
– Fixed trajectory of horse archer attacks sometimes preventing AI from fully using them.
– Added small knockback chance to all ranged weapons when soldiers are wounded by projectiles.
– Cavalry harder to decimate by precursor javelins of infantry but those javelins can now disrupt charges with knockback.

Battle AI Behavior:
– AI should now use disciplined formation in defensive battles.
– Both Shock and Melee cavalry are classified as shock cavalry now to improve AI use of those units.
– Infantry without ranged weapons will now properly brace vs cavalry and will use non phalanx formations properly.

Unit Movement and Combat Animations:
– All Thureophoroi and 2handed non heavy units now have 3 speed.
– Pikes and Hoplites have a harder time passing through enemy units.
– More rare kill animations should play out.
– Slight increase to medium and heavy infantry speed.
– Increased unit acceleration and deceleration speed to improve unit spacing after charge.
– Improved unit spacing for many units and fixed issues of unit overlap.
– Increased variety between soldier heights for various units.

UI Changes
– Fatigue penalties are now added to the unit status (i.e. Fresh 100% strength, Tired 70% strength)
– Morale % is now displayed on the unit UI status when you hover over your unit (i.e. Eager Morale 85-100%)
– Added ranged stats to elephant UI display

New Special Horses & Cavalry Changes

– Various units now have special horse types that give them specific bonuses.
– New Thessalian horse entry that combines both speed and charge power.
– Numidian horse that lacks charge but has great speed/acceleration, guerilla deployment and ignores ground penalties.
– Celtic Mairepos warhose that has speed and a greater charge power due to size.
– New Parthian Nisean horses as well.
– Camels now have custom weapon entries with a combat advantage over horses and a larger morale hit against cavalry.
– Reduced and added more variety to cavalry running speeds.
– Elephants have been reworked – they are more resilient against ranged and a bit easier to kill in prolonged melee. Fixed an issue where some tower elephants had double the hitpoints intended.
– Reduced strength of frontal cavalry charge on fresh units but increased ratio of AI cycle charging. AI will cycle charge less if they are doing well in melee.
– Cavalry takes larger casualties when pulling out of combat.
– Iberian horses once again have their unique look and changed look of Iberian armored horse.

Campaign\Unit Changes

New Median Overhaul and Reforms (Preview)
– New reform units added for Atropatkan. Around 9 new units, added at 2 reform levels.
– 2 new custom reforms: Iranian (65 turns) and Imperial (211 turns and certain regions).
– Media can now confederate with other Persian factions.
– New faction emblem and unit cards.
– New Persian culture emblem.

New Units For Other Factions
– 3 new Spartan units, new Parthian unit, new Nabatean unit, updated Rhodian unit, new Cretan Mercenary unit, new Sarmatian unit and new Hellenic AOR Galatian unit.
– Changed visuals and stats for Camillan Equites and Campanian Cavalry.
– Changed visual for Syrian elephants.
– Updated visuals for three Parthian Cataphracts units and Dahae Nobles.

New Barbarian Faction Traits from DMW
– Updated traits for Gallic, Germanic, British and Iberian factions to make them much more unique.
– Highlights include the Arverni’s new ability to form client states, new population system interaction for various factions, and more.

Naval Overhaul Summary from Demosthenes26
– Ramming speeds, acceleration, and base ramming damage have been increased to make ramming more effective. Most ships can sink a ship of the same type in two rams. This makes double-teaming a great tactic, as a follow-up ram from a short distance has reduced force.
– Updated the recruitment templates for all AI Hellenic factions, reflecting battle fleets and patrol fleets with historical faction considerations. Generally an “early” and a “late” version of each, with the late version given preference once those ships are available.
– More Scorpions added on Tetreres level ships and up.
– Lighter vessels now have further campaign movement range than heavier vessels, allowing for patrol vs battle fleets.
– More Hellenic factions can recruit Hexaremes and Hepteres, with variation depending on the faction.

New Capital Change Button
– The button has been moved to a new location in the top right of the settlement panel. Thanks to DETrooper for the UI wizardry!
– The button will no longer have the overlay problem for some players after battles and will no longer open the encyclopedia when clicked.
– Some text issues fixed.

Major Campaign Changes
– Barbarian transport ships will now be immune to attrition when near one of their cities.
– Fixed AI Carthage’s defense script and made it more robust.
– Women generals for factions that have them now receive the Commander/Brawler/Scholar traits.
– Women politician-only characters now have special personality and background traits. Existing women in save games will retain older versions of these traits.
– Agents now have new background traits with effects better suited for them. Existing agents retain older traits.
– Fixed various ancillaries that were triggering but not being assigned (thanks MrTimbe!) and lowered some chances for ancillaries that were happening too frequently.
– Slight reduction to overcrowding effect on 1st class population.
– Commander trait will no longer decrease from “close victories”.
– Intellectual trait has a slightly higher chance to increase and slightly lower chance to decrease.
– New faction emblems for various factions to make them more in line with other emblems. Thanks to Jake!

All Factions Playable Submod

– Victory conditions have been added for all factions.
– New frontend map images for all factions from Lugos. Huge thanks!
– Fixed issue where autosaving wasn’t working properly.

Smaller Changes/Fixes
– New Persian culture emblem added.
– Fixed various units not being properly designated as bodyguard units and missing out on commander effects.
– Changed supply system region names to match our city names rather than the now defunct region name system.
– Fixed Seleucid Companion cavalry unit not properly locking when late version is made available through reforms (new campaign only).
– Replaced Companion Cavalry unit card with older version.
– Fixed typo in intellectual trait description.
– Fixed missing ancillary image.
– Increased food, agriculture income and sell food edict income effect from livestock farm buildings.
– Increased income and income modification effect from livestock forum main city building.
– Fixed Athenian AOR hoplite description text
– Fixed bugged Illyrian general skin
– Changed Libyan Hoplites for Carthage to 3rd class.
– Fixed light cavalry masters army tradition having inverted effects for tier 2/3.
– Reverted Apulian and Lucanian unit hoplon patterns to older versions.
– Fixed starting RoR Roman family leader traits
– Added new unit cards for Egypt Thorax swords and 2 Macedonian bodyguard units.
– Fixed population size for a Meroe unit.
– Fixed a Barbarian ancillary image.
– Added missing effects to Syracuse HatG special temple.
– Fixed flavor text for Military Academy buildings.
– Fixed Galatian Noble cav missing legs.
– Fixed incorrect upgrade chains for Hellenic iron main city buildings.

Credits
– KAM for all the crazy hard work on so much of this update – from the battle changes to the Media overhaul!
– Mr Timbe for the hard work helping to fix the ancillary issue and the great help with the barbarian supply transports. Big thanks!
– Lugos for all the great work on the AFP submod art
– DMW for the hard work on the faction trait ideas
– Big thanks to DETrooper for the UI work on the change capital button!
– Thanks to Jake for the new Media emblem and many faction emblems.
– Thanks to Paladin94610 for the help with various fixes!
– Once again big thanks to sourav for the Media unit cards.
– Major thanks to Demosthenes for all the work on the naval changes
– Thanks to Celticus for the new sword model and helmet texture.
– Thanks to Shapur e Sassani for help with Median names.

Public Beta 1.2.5c Released!


Divide et Impera 1.2.5c Public Beta
 
–> Download (Mirror) <– 

*Many submods will not be compatible until they are updated!*

General Information

After many months of hard work, we are happy to present the latest update for DeI in a public beta format. This update includes a ton of battle changes from KAM’s latest experimental pack, new Media reforms and units from KAM, a new capital change button thanks to DETrooper, new faction traits for most Barbarian factions from DMW, and a lot of other fixes and changes. The reason we have decided on a beta is due to the new scripting and other major changes that would be best helped by a more public test setting. See below for all the details and download the pack from the above link. 

Installation Instructions
1. Download the pack from one of the links above. Place that pack in your Rome 2 data folder.
2. When you load the game, click Mod Manager. Make sure the fix pack is listed above the main mod files and that the fix pack loads first. For now this is not available on Steam. 

Save Compatibility
Saves should be compatible with this update, but I would back them up just to be on the safe side. Also, new units that are reform locked will not be locked in save games.

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New All Factions Playable Submod
Can be downloaded here for testing and is installed in the same way as the fix pack. It can be loaded before or after the fix pack but must be loaded before the main mod. Only a 4TPY version for now.

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Patch Notes

Battle Changes

Balance and other changes:
– Ranged attack and reloading now properly apply fatigue to units.
– Fatigue penalty increased but it takes longer to reach the various tiers.
– Slightly increased unit spotting range.
– Reworked unit experience threshholds.
– Reworked morale values to make them more balanced throughout a campaign.
– Reduce killing power of infantry charge, units with expert charge defense can effectively counter charges.
– Melee intervals (cooldown between attack animations) lowered from 3 to 1.5 seconds.
– Spear units are now tougher to kill in melee, Sword units have a bonus vs infantry.
– Unit hitpoints and weapon damage reworked, hopefully cavalry and elephants will take less casualties from autoresolve
– Various specific units like agrianian infantry, Socii units and war dogs reworked.

Ranged Combat Changes:
– Artillery ammo reduced, slightly increased damage to siege equipment from fire.
– Iberians now have access to their historical flaming javelins.
– Fixed trajectory of horse archer attacks sometimes preventing AI from fully using them.
– Added small knockback chance to all ranged weapons when soldiers are wounded by projectiles.
– Cavalry harder to decimate by precursor javelins of infantry but those javelins can now disrupt charges with knockback.

Battle AI Behavior:
– AI should now use disciplined formation in defensive battles.
– Both Shock and Melee cavalry are classified as shock cavalry now to improve AI use of those units. 
– Infantry without ranged weapons will now properly brace vs cavalry and will use non phalanx formations properly.

Unit Movement and Combat Animations:
– All Thureophoroi and 2handed non heavy units now have 3 speed.
– Pikes and Hoplites have a harder time passing through enemy units.
– More rare kill animations should play out.
– Slight increase to medium and heavy infantry speed.
– Increased unit acceleration and deceleration speed to improve unit spacing after charge.
– Improved unit spacing for many units and fixed issues of unit overlap.
– Increased variety between soldier heights for various units.

UI Changes
– Fatigue penalties are now added to the unit status (i.e. Fresh 100% strength, Tired 70% strength)
– Morale % is now displayed on the unit UI status when you hover over your unit (i.e. Eager Morale 85-100%)
– Added ranged stats to elephant UI display

New Special Horses & Cavalry Changes

– Various units now have special horse types that give them specific bonuses.
– New Thessalian horse entry that combines both speed and charge power.
– Numidian horse that lacks charge but has great speed/acceleration, guerilla deployment and ignores ground penalties.
– Celtic Mairepos warhose that has speed and a greater charge power due to size, new Parthian Nisean horses as well.
– Camels now have custom weapon entries with a combat advantage over horses and a larger morale hit against cavalry.
– Reduced and added more variety to cavalry running speeds.
– Elephants have been reworked – they are more resilient against ranged and a bit easier to kill in prolonged melee. Fixed an issue where some tower elephants had double the hitpoints intended.
– Reduced strength of frontal cavalry charge on fresh units but increased ratio of AI cycle charging. AI will cycle charge less if they are doing well in melee.
– Cavalry takes larger casualties when pulling out of combat.
– Iberian horses once again have their unique look and changed look of Iberian armored horse.

Campaign Changes

New Median Overhaul and Reforms (Preview)
– New reform units added for Atropatkan. Around 9 new units, added at 2 reform levels.
– 2 new custom reforms: Iranian and Imperial based on turns and specific regions held.
– New faction emblem.

New Barbarian Faction Traits from DMW
– Updated traits for Gallic, Germanic, British and Iberian factions to make them much more unique.
– Highlights include the Arverni’s new ability to form client states, new population system interaction for various factions, and more.

New Capital Change Button
– The button has been moved to a new location in the top right of the settlement panel. Thanks to DETrooper for the UI wizardry!
– The button will no longer have the overlay problem for some players after battles and will no longer open the encyclopedia when clicked.
– Some text issues fixed.

All Factions Playable Submod

– Victory conditions have been added for all factions.
– New frontend map images for all factions from Lugos. Huge thanks!
– Fixed issue where autosaving wasn’t working properly.

Changes/Fixes
– Commander trait will no longer decrease from “close victories”.
– Intellectual trait has a slightly higher chance to increase and slightly lower chance to decrease.
– Fixed some more ancillaries that were causing disappearance problems. Thanks to Mr. Timbe for the help!
– Fixed various units not being properly designated as bodyguard units and missing out on commander effects.
– Changed supply system region names to match our city names rather than the now defunct region name system.
– Fixed Seleucid Companion cavalry unit not properly locking when late version is made available through reforms (new campaign only).
– Replaced Companion Cavalry unit card with older version.
– Fixed typo in intellectual trait description.
– Fixed missing ancillary image.

Credits
– KAM for all the crazy hard work on so much of this update – from the battle changes to the Media overhaul!
– Mr Timbe for the hard work helping to fix the ancillary issue. Big thanks!
– Lugos for all the great work on the AFP submod art
– DMW for the hard work on the faction trait ideas
– Big thanks to DETrooper for the UI work on the change capital button!
– Thanks to Jake for the new Media emblem and help with the unit cards.