Here is a culmination of updates, and fixes to go along with v18. All of these fixes have been discussed in the discord. Make sure to delete the map.rwm file in the HRTW/data/world/maps/base folder before starting a new campaign! Also, this is NOT save game compatible, but you can try it.
installation is simple: just extract the folder to where your HRTW folder is located and overwrite all files, then
delete the map.rwm file in the HRTW/data/world/maps/base folder before starting a new campaign! I don’t believe this is save game compatible but I’m not certain so feel free to try it.
Here's the log of changes:
- pilum increase range 25 > 30. Players said it had not enough range for even one volley before enemy charge in many cases.
- nerfed heavy peltasts stats, moved to t3 or 4 (except greek cities). They are regular unit, so they were made available earlier. Also combat stats were too high for a skirmish unit.
- macedon unique slingers move to t4 or 5. Their stats are too low to make them t5 unit.
- nerf bastarnae, downrgade to t3 for thrace. Downgraded to same tier as for dacia, reduced attack value, it was simply too high, as it was balanced around them being t4 unit for thrace.
- persian_archer_spearmen arrow attack 11 > 13, ammo 10 > 15. Their ranged attack was too weak.
- increased stats of bastarnae and dacian spearmen.
- gave fear ability to woad warriors, they were weak for their tier, and this ability matches their lore.
- slightly reduced stats of gaul heavy swords and heavy spears, thracian infantry.
Made t3 tribal infantry closer in terms of stats, they are still quite different, but gaul ones are less overpowered, and dacian less underpowered.
- italic skirmishers t2 > t3, for more smooth unit progression, this unit is way more powerful than regular roman skirmishers.
- reduced bonuses of t1 temples, temples that gave +exp/morale/farming/population growth now give +3 to those stats maximum, down from +5. Happiness bonus is now +1 to +5, with specialized temples from +2 to +10. Removed tax income bonus from most temples. Bonuses are now generally differ more, and are less overpowered.
- fixed nonbuildable culture buildings for tribal factions.
- reduced upkeep of trade and health buildings, reduced income bonus of farms. This is done to try make AI to produce more diverse buildings. It was focusing too heavily on temples and farms, while mostly ignoring trade and health buildings.
- prevented thrace the ability to build Greek colonies when they should only be able to build thracian
- fixed ring of forest issue preventing the assaults of Malaca and Patara
- phalanx +1 attack
- thrown removed AP
- arrows -2 attack, slings -1 attack
- reduced ranged attack of heavy peltast and archer-spearmen by 1 (unrelated, they just were overall very powerful)
-minor reference error in ai formations fixed
- the new colony system has been updated to give the ai a better chance to build their colonies and recruit their units. This not only helps the ai expand and keep their settlements from exploding with population but it also gives the players a better experience with more immersive armies and cultural zones to operate in depending on the faction they are playing as.
Credit:
- Thanks to Black Knight, Minority Westerner, Suppanut, Leeroy9000 & BHL_20 for making this patch possible!
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Ty.
Macedon has 2 units with the same name, The Peltast.
Rebel cities spawn gold chevrons peasant army.