Total War: Attila/Changelog

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Steam: 2016-02-25

 Free LC - Garamantians

Since the rise of the Roman Empire, Garamantian raids across its territory have brought swift retribution, with border forts springing up throughout the 3rd century AD to repel incursions. Yet Roman-Garamantian relations were not always acrimonious; both nations had resources the other needed and so the Romans - ever pragmatic - allowed mutually beneficial trade agreements to be reached.

Now, in the dying light of the 4th century, the Garamantians occupy a unique position. From their north African strongholds, they can attack the now-troubled Roman Empire, forging their own path in the west, or strike out into the seas to explore the unknown. The world is changing, yet the Garamantians are poised to seize greatness no matter what!

Scourge of the Desert: +15 melee attack during desert battles

Fractured Faiths: Increased public order penalty for religious differences between new religions

Attrition: Immune to desert attrition

Sunscorched: +2 sanitation

For more info on the Garamantians Click Here
General

    Fixed a bug causing units in a set stance e.g. spear wall, to drop their stance when engaging with the enemy. The affected units would engage the enemy without remaining in formation, and move away from their stationary location set by the player, ending up in a different location/position to where the player put them.
    The Paved and Dirt Roads on the Campaign map have been fixed, as they appeared to have white pixelated edges for some users.
    Fixed an SLI bug, which caused units visibility to be reduced in battle, until they were right up close to the players units.
    Fixed an issue where the Campaign AI got fixated on chasing a human horde around the map.
    Fixed a Multiplayer Campaign crash caused by a pop-up appearing before the post-battle UI after auto-resolving a battle.
    Fix for graphical corruption on ocean surface (flickering) during naval battle, which happened for some Mac players on OSX 10.10 Yosemite.
    Fixed a bug where in-game movies during Multiplayer Campaign sometimes displayed a grey screen instead of playing.
    Fixed crash when dragging player slot onto empty army on the Custom / Multiplayer Battle Screens.
    Fixed some Multiplayer Campaign crashes caused by UI panels.
    Fixed a UI crash caused by incidents having more than 2 payloads. 

Campaign

All Campaigns	

    When units are being recruited in a sieged settlement, they will continue recruiting, but not become available until the siege is lifted.
    Fixed a bug where Campaign AI controlled armies would raid their own desolate Region.
    Fixed a bug where 2 armies under Campaign AI control would break a siege and re-siege the same settlement on the same turn.
    Campaign AI armies are less likely to leave a settlement unprotected when able to garrison them, and have sufficient forces to protect them. An exception to this is when they are making a last stand on their final settlement, and are overpowered e.g. 10-1. 

Grand Campaign	

    Eastern and Western Roman Empires are now prevented from becoming puppets or vassal states right at the start of the Grand Campaign.
    Added the Parthian shot ability to Alani Horse archers, Grey Hairs and Cataphracts archers.
    "Lightning doesn't strike twice" bonus for White Huns has been corrected.
    Removed food penalties from Roman military buildings in Grand Campaign and replaced with Maintenance cost penalties instead.
    Reduced base siege duration time in Grand Campaign.
    Reduced base colonisation cost in Grand Campaign. 

The Last Roman Campaign

    It's no longer possible for Roman Expedition in The Last Roman Campaign to break Military Alliance with Roman Empire if Call to Arms is rejected.
    The Roman Expedition no longer have the option to create puppet states before becoming separatists in The Last Roman Campaign.
    Corrected the "Request from Antonina: Ioannina" event effect in The Last Roman Campaign.
    Fixed the "Request from Antonina: Photius" event to hide the agent payload and display the A dilemma will soon occur" text. 

Age of Charlemagne

General

    Big updates to most unit VMDS to improve the visual diversity of units in Age of Charlemagne.
    New faction ability for the Danes - After a turn at sea their naval transports get a 200% movement bonus which brings their movement in-line with that of navies.
    New mechanic surrounding the Irminsul building for non-Pagan factions – destroying this unique building when capturing the region that holds it will result in Pagan uprisings across Saxony.
    When playing as Charlemagne there are new effects to represent Paganisms strong roots in the regions of Saxony during this period. 

Difficulty Changes

    Rebalanced the A.I in Age of Charlemagne campaigns to behave differently with different difficulty levels (such as A.I aggression scaling differently with different difficulty levels).
    Rebalanced the effects of war declarations and peace deals.
    Various balancing to help the formation of larger empires and an overall more difficult campaign. 

War Weariness Changes

    War Weariness now scales with difficulties (harder on hard difficulties and easier on easy difficulties).
    War Weariness is now always displayed and indicates your current percentage
    Various balancing tweaks for War Weariness, the number of wars you are in is now more influential
    Updated the icon that shows when War Weariness is at 0. 

Story and Feature Events Changes

    Added brand new event chain when playing as Charlemagne surrounding the “Verdict at Verden”.
    When playing as Charlemagne, Carloman is now more prone to die in a timely manner to trigger the corresponding succession event chain.
    The turn in which A.I Charlemagne can form the Kingdom of the Franks is now much more varied owing to his brothers more varied death chance.
    The Restless Warriors event chain now has a longer mission turn timer given its requirements.
    The Restless Warriors mission objective text has changed to make it clearer to the player.
    There are now repercussions for all non-Christian factions who attack the Pope! (Two new events for non-Christian factions who choose to interact with the Pope)
    Rewards for the Kingdom formation events are now permanent and more rewarding.
    Much greater reward for successfully becoming the Holy Roman Emperor when playing as Charlemagne.
    A new Pope should no longer be elected during the Eye for an Eye event chain where Charlemagne is tasked with transporting the Pope to Rome.
    Fixed some rare instances in which the Pope would not be given as an ancillary during the Eye for an Eye event chain (caused by Charlemagne’s character having too many existing Companion ancillaries).
    Avar kingdom formation event is now based on attaining a high level leader rather than Imperium.
    Danes kingdom formation event is now based on sacking a number of settlements rather than Imperium.
    Cordoba kingdom formation event is now based on attaining a high percentage of Islam in your lands rather than Imperium.
    Restless Warriors event chain will no longer break if the player chooses to take a region as a reward and region the changes owner.
    Westphalian “Verdict at Verden” event chain now has more influential effects for all outcomes. 

Campaign Changes

    Added more names to the Muslim, Spanish, Lombard, Frankish, Danish name groups to reduce instances of repeating names.
    Fixed some mission descriptions in Age of Charlemagne so they match in the objectives panel and event pop-up.
    Increased public order penalties from tax levels in Age of Charlemagne campaigns.
    Reduced technology research times across the board.
    All tier III resource buildings now require technologies to unlock them.
    Building income adjusted so industrial buildings are more clearly the best but with penalties, and commerce income is generally lower across the board but comes without penalties.
    Iron resource chain gives lower income than before but a reduction to unit recruitment costs.
    Garrisons now take 3 turns to starve before they start taking attrition casualties, overall siege length has been kept the same by adjusting garrison attrition rate.
    Blacksmith building chain now requires the iron resource.
    Maximum corruption value in Age of Charlemagne reduced.
    Adjustment to building Imperium points in Age of Charlemagne to slow Imperium gains from construction slightly.
    Reduced income bonus from higher tier Treasury buildings in Charlemagne. 

Battle Balancing Changes

    Reduced general dead morale penalty from -18 to -12.
    General died recently penalty from -18 to -15.
    Morale penalty for 20% total casualties changed from 0 to -2. For 30% total casualties from -4 to -6. For 40% total casualties from -11 to -13. For 50% total casualties from -18 to -20. For 60% total casualties from -25 to -27.
    Avar Noble Swordsmen, Avar Noble Lancers, Avar Noble Archers all given disciplined attribute.
    Avar Noble Lancers melee defence changed from 5 to 10.
    Avar Guard melee defence from 6 to 11, melee attack from 47 to 49.
    Avar Tribesmen melee attack from 27 to 30, charge from 27 to 32.
    Avar Horse Archers ammunition reduced from 25 to 20.
    Iberian Cavalry melee defence from 12 to 7, melee attack from 28 to 38.
    Spanish Royal Cavalry charge from 43 to 48.
    Spanish Royal Guard Cavalry charge from 48 to 50, melee attack from 43 to 52.
    Andalusian Cavalry cost from 650 to 700.
    Cordoba's Armoured Cavalry cost from 825 to 850, charge from 60 to 55.
    Umayyad Guard Cavalry charge from 50 to 55, attack from 36 to 41.
    Frankish Cavalry multiplayer cost to 420.
    Scola Cavalry attack from 33 to 43, charge from 55 to 60.
    Palace Guard attack from 27 to 30.
    Frankish Guardsmen attack from 33 to 43.
    Paladin Guardsmen attack from 35 to 45.
    Mercia's Royal Horsemen charge from 70 to 56, melee defence from 25 to 38.
    Axe and Sword Hirdmen given disciplined attribute.
    Viking Axemen cost from 400 to 370.
    Gastald Swordsmen given disciplined attribute.
    Lombard Skirmishers cost from 230 to 200.
    Clubs bonus v infantry in Charlemagne from +10 to +12.
    Lombard Guardsmen defence from 42 to 44, melee attack from 34 to 35.
    Gastald Cavalry charge from 43 to 57.
    Gastald Guardsmen charge from 47 to 57.
    Saxon Scout Cavalry cost from 350 to 400.
    Saxon Cavalry melee defence from 12 to 10, attack from 43 to 40.
    Saxon Noble Javelinmen cost from 420 to 450.
    Sword Veterans and Spear Veterans given disciplined attribute.
    Seax Band melee defence from 19 to 23.
    Sax Warriors defence from 19 to 23.
    Saxon Hearth Cavalry charge from 71 to 69.
    Removed refill ammo ability for missile ships, crew ammo increased to compensate for this change. 

Bug Fixes

    Lombard's will now correctly receive ancillaries after battle victories.
    All starting factions can now be liberated once eliminated, will only apply to new save games.
    Avar Khaganate reward will no longer be displayed twice at the bottom of the mission's page when the mission is complete.
    Fixed Charlemagne’s sword appearing in his back in battles.
    Fix for Italian Separatist flag image being too large in some cases.
    Adjusted tooltip for anti-corruption effects so it is clearer that the value is a percentage reduction of the total corruption percentage.
    Fix for garrison size decreasing when unit upgrades researched.
    Fix for Kingdom of Brittany garrisons being double sized.
    Fix for morale bonus from political offices not being applies correctly.
    Siege workshops and blacksmiths can now be built in same settlement in Age of Charlemagne.
    Fix for Asturias being unable to liberate factions in Age of Charlemagne.
    Fix for main building chain cultural conversion cost issue in Age of Charlemagne.
    Fixed several smaller event chains and effects in Age of Charlemagne campaign.
    Fixed a bug where the UI implied that ruined buildings in Age of Charlemagne needed to be converted, with a red triangle warning. These buildings no longer need to be converted so the red triangle warning is no longer displayed.
    Fix for wrong longship transport being used in Age of Charlemagne, which resulted in some soldiers not fitting onto ships.
    Adjusted name of civil war factions in Age of Charlemagne.
    Removed refill ammo ability from missile ships in Age of Charlemagne campaign, increased units base ammo to compensate for this change. 

Alans Update Changes

Fixed issues from this forum thread: https://forums.totalwar.com/discussion/167493/alans-a-cry-for-a-patch:

- Fixed the issue with the Grey Hair bow's disappeared

- Fixed the issue with the Alani garrisons, where level 1 cities have 3 units, level 2 -> 12 and level 3 -> 6 units.

- Fixed the issue with Sarmatian's Warband's precursor weapon disappeared.

- Fixed the issue where Alani Horse Archers had the wrong rate of fire.

- Alani horse archers melee attack skill now scales as follows: 11 -> 15 -> 23 -> 30

- Added missing shield bosses to Alani units e.g. Sarmatian Heavy Cavalry and Alani Heavy Cataphract.

Alani Balancing Increased the flying wedge bonus vs cavalry from +30 -> + 40

Alani Mounted Tribesmen

Reduced cost from 650 -> 500.

Gave them medium instead of small shields.

Increased morale 54 -> 60.

Increased health 195 -> 215

Gave them the attribute Expert Charge Defence.

Alani Mounted Veterans Reduced cost from 800 -> 700

Gave them large instead small shields.

Increased morale 54 -> 70

Increased health 220 -> 245

Steam: 2015-04-21

Hey all,

We’ve been listening to your thoughts on the Blood & Burning pack, so we’ve spent the last few weeks re-engineering it for greater impact (yes, that does mean buckets more claret). This hotfix is live now.

There’s a bunch of changes which we hope you’ll like, in particular the much wider range of combat animations which result in copious spillage. Blood decals now appear on all terrain types and they stick around longer, too. You can find the full list of improvements below.

Incidentally, you may notice some subtle changes to the mod manager in the ATTILA Launcher. This is because we’re preparing the ground for the release of the ATTILA Assembly Kit. It’s still in the oven but it’s nearly done, so stay tuned for imminent news!


Here’s what the Blood & Burning update includes:

    Added blood effects to over 140 more death and wounding animations.
    With graphics settings above performance/low, decapitations are now more frequent during battles.
    Improved blood effects in battles, made blood more visible and in some instances, spurts last longer.
    Added 14 more decapitation/dismemberment animations in battles.
    Blood will now spurt from the correct location when agents are killed on the
    Campaign map.
    Blood will now show on top of snow.
    Improved framerate when the camera is close to burning people on the battlefield.
    Increased the amount of vomiting when an army is suffering from sea sickness or plague.
    Greater frequency of gory animated event pictures.
    Blood decals will now remain longer on units and on the ground during battles.
    Improved blood effects from decapitation and dismemberment on the
    Campaign map after limbs/heads are severed.
    Units with seasickness on transport ships will now vomit.
    Units will no longer play two death animations in some cases when set alight by flaming arrows on the Battlefield.
    Fixed a couple of instances where units’ weapons changed while they vomited.

Other improvements:

    Local Network/LAN mode on Mac connectivity has been improved.
    Zooming into the family tree while selecting a target for a political intrigue no longer lets the player select invalid targets.
    Removed precursor weapons from Germanic Levy and Mercenary Saxon Spears.
    Fixed a rare save game crash on Mac versions.
    Improved shadows on the Campaign map on Mac.
    Fixed a rare crash in the End Turn cycle during Campaigns on Mac.

Steam: 2015-03-04

 Full update notes

Update coming 04/03/2015

Gates

    Torching settlement gates has been replaced with the ability to hack them down with melee attacks. This new last-resort feature has been made in response to community feedback, and is an important mechanic to enable the attacking side to still have a chance of besieging a settlement even when their siege engines have been destroyed. The trade-off is that it comes at an extremely high price for the attackers. It’s the pyrrhic act of a desperate general.
        Certain weapons are more effective at destroying gates than others. Axes and two-handed weapons are the most effective, followed by swords and maces, followed by spears, daggers and pike. The less effective a weapon is, the more time it takes to break through.
        Given the prominence of towers, boiling oil etc in ATTILA, attacking gates is a very costly exercise for the attacker, and the AI will only use it as a last resort.
        If the AI attacks gates, it will employ more heavily armoured troops to do so, though it will deprioritise the use of elephants and its general.
        Basic barbarian settlement gates can be burned down at range using fire-arrows, though this is less efficient than before. Reinforced or bronze gates are immune to fire altogether, and when no artillery is present, will need to be engaged in melee.
        The AI is more likely to build siege equipment on the campaign map before assaulting a settlement. 

Technical and Performance improvements

Battle

    Level of detail on certain units in battle is now handled better on Mac.
    Improved how the level of detail changes on trees on the campaign map, to make it less noticeable.
    Optimisation for unit banners in battles.
    Memory optimisation for imposter sprites.
    Fixed various instances which may cause crashes.
    Added missing Hadrian’s Wall back into battle outfields. 

Campaign

    Fixed a 30-60 second freeze that sometimes occurred after ending turn in Campaign modes.
    Improved video playback.
    Fix for the Campaign map terrain sometimes turning dark/black after leaving a Campaign battle during the End Turn sequence on Mac.
    Some beaches around the coast of Britain will no longer appear white through the Campaign shroud, as they did before with certain graphics settings.
    End Turn times optimised.
    Fix for error in event generation logic.
    Fixed various instances which may cause crashes. 

General

    Improved performance with AMD graphics cards.
    AMD MSAA optimisation.
    Changing the "Unit Detail" graphics settings during battle will no longer cause some units to lose their weapons.
    Optimisation to reduce the VRAM usage in battles. 

Gameplay Improvements

Battle

    Updated some battle environments.
    Updated Barbarian gate house, shifting the gate forward so attacking units would be effected by boiling oil.
    Fix for a battle map near Constantinopolis, where the terrain previously allowed the player to deploy land units in midair above the sea
    AI controlled elephants are now less likely to attack settlement gates in battles.
    Improved the coordination of the siege AI when attacking walled settlements in order to use their artillery and siege equipment more effectively.
    Added more variation to the environment lighting in late game battles.
    Campaign AI no longer always accepts war coordination targets.
    Improved Battle AIs placement of units within settlements.
    Fixed a battle AI bug which caused units to reform unnecessarily when being commanded by the AI to attack walls. 

Campaign

    Updates to victory conditions:
        Reduced number of units required for Western Roman Empire to achieve Divine Victory.
        Reduced number of buildings required for Divine Victory for Western and Eastern Roman Empires.
        Fix for the wrong port building being specified in the Divine Triumph Victory requirements for the Eastern Roman Empire. 
    Improved Prologue scripting to prevent some strange behaviours, such as the Huns wandering off in the late stages of the prologue, the Eastern Roman Empire not declaring war for many turns at the end of the prologue, and a progression blocking issue when the player did not own Apulum at the time the script expected them to.
    Campaign AI is now more likely to hold sieges for longer.
    Campaign AI is less likely to underestimate its chances when attacking enemies in Forced March stance.
    "Controlled water" morale effects are now also applied in "Shared water" in the sea during Campaigns.
    Fix for armies controlled by Campaign AI sometimes getting stuck in a settlement’s Zone of Control.
    Fix for a bug causing Blockades and Sieges to not end, when a settlement was razed during Campaign modes.
    Non-Horde region-less Factions, and Hordes with navies but no armies, are now forced to capture settlements instead of razing, sacking etc.
    Fix for "Governed Province" bonuses applying as "Local Province" bonuses when the character is not a Governor in Campaign modes.
    Infighting effects are now removed when going to sea in Campaign modes.
    Infighting effects are now removed when a faction is no longer a Horde in Campaign modes.
    Fixed some campaign Dilemmas that were not spawning the agents they promised.
    The "Employ Him" option on the Stonemason subject dilemma no longer kills a random character.
    The "Do Nothing" option on the Tribal Loyalty" subject dilemma no longer has a public order reduction effect.
    Fixing issue where Huns would not get any missions after a prolonged period of play.
    Added a rematch button for final battle in the Prologue when the player loses.
    Adding more conditions to diplomatic events in Campaign modes.
    The calculation of the "Ferocious Warriors" passive bonus has been changed to better match its tooltip. It was previously calculated based on casualties sustained during the current battle. It is now calculated based on casualties compared to the unit’s full strength. 

Balancing Changes

Battle

    Balance pass on building damage.
    Fixed shields appearing too dark on the battlefield.
    Corrected some unit selection voiceovers.
    Music-ducking when horses pass under the camera has been improved.
    Burning embers on trees in battle have been improved on Mac.
    Fixed a descynchronisation in the Multiplayer battle setup lobby, which could cause a crash.
    Removed "Fire damage" from gates tool-tip in battles, as they can no longer be burnt down.
    Refined wavering animations and fixed additive animation on certain units
    Vegetation now correctly impedes projectiles.
    Added a new dynamic state to the music to break up the intensity in battles.
    Fixed text clipping on second player’s faction dropdown in the battle setup screen.
    Fixed the rotation of certain upgraded battle tiles, so they fit into the terrain properly.
    Fixed incorrect positioning/scaling of unit marks in battle, which sometimes obscured the unit health bars on unit markers when the games resolution was set below native resolution. Also improved the sharpness of these when the game is played above native resolution.
    The sun colour in the battle environment no longer affects the colour of the battle deployment areas.
    Fixed clipping and visibility issues with some Longbow, Camel and Falx units.
    Unit markers now appear in the Tactical Map view during battles, when enabled with the "Show unit markers" game setting.
    Decals on top of settlement walls in battles will "smear" less down the face of the wall. 

Campaign

    Rebalanced spawned Hunnic enemy armies in Campaign Modes.
    Various subjects and their effects have been updated.
    Fixed a texture on the nomadic spy model in Campaign modes.
    Fix for lighting with climate change in Campaign modes.
    Fixed a screen corruption for the Player 2, which occurred while Player 1 watched the "Attila is born" full-screen cinematic in Multiplayer Campaign mode.
    The correct attribute tooltip is now displayed in the factors tooltip when hovering the mouse over attribute icons in the Diplomacy panel.
    Defeating an army that is besieging an ally's settlement will no longer cause the occupy settlement UI to appear in Campaign Modes.
    Public order mission will no longer remain after being completed in the Prologue.
    When researching the "Manoral Lands Civil" technology in the Prologue, the exclamation mark to indicate that the technology is fully researched will no longer appear 1 turn before it is completed.
    Fixed cases where the player could not allocate a General into the Warlord seat in Office after meeting the requirements in Campaign modes.
    Characters will no longer disappear from the Family Tree when married off to a Widow.
    Players are no longer able to construct multiple lower-level variants of the same building in hordes when this is not the intended design.
    Migrating Barbarian civic buildings no longer transform into an industrial building when demolished.
    Added missing building entries to the encyclopaedia.
    Changes to how the Campaign Victory screen is displayed when completing multiple Victory conditions:
        For every victory type, the victory panel with "Quit" and "Continue" options is displayed.
        The first ("Minor") victory does not play a movie, just the panel.
        The second ("Cultural or Military") will show a movie, then the Victory panel.
        After choosing to "Continue", achieving the other ("Divine Triumph" and the remaining "Cultural" or "Military") Victory conditions will once more prompt the player with the Victory panel with options to "Quit" or "Continue". 
    When clicking the faction icon for a faction with no regions owned and no faction leader in the Diplomacy panel, the camera will now centre on an army or navy owned by this faction instead of an agent.
    Fixed blank missions panel being shown in the Prologue.
    When the player choses to withdraw from an enemy attack during the End Turn sequence in Campaign Modes, the "Army Withdraws" message will no longer be received twice.
    In the Prologue Campaign, the Governor slot on the Family Tree panel will no longer overlap the details panel to its right.
    Tweaked the sensitivity of campaign map tooltips, to fix issue where would immediately disappear when opening up due to subtle camera movements.
    Siege attrition is now updated on the Pre-battle panel and tool-tip, so it's now clearer how long a garrison has before supplies run out and they suffer attrition.
    Fixed incorrect display of trade partner values when blockaded.
    The Sea Route icon has been updated so the player can tell it apart from Sea Route Blockaded icon.
    Updated trade breakdown tooltip to have long term relationship value on it.
    Added raided/blockaded to tooltip of resources on the Finance panel, as red state was a bit unclear.
    Added raided/blockaded texts for trade tooltips in Campaign Modes.
    Fixed Total Export label text shrinking prematurely on the Finance Panel in Campaign modes.
    Fixed incorrect positioning of faction icon on agents on the Tactical Map in Campaign modes when no regions owned and no faction leader.
    Fixed spy effect icons spilling out of the Settlement panel in Campaign modes, the icons now overlap when necessary to fit in the available space.
    The "Influence Breakdown" subheading on the Province Overview panel in Campaign Modes now fits better in the available space.
    Added more room for text on the campaign dilemmas user interface.
    Fix for pre-battle camera location loading incorrectly in Legendary difficulty campaign autosaves.
    The target for a War co-ordinator can now be set by clicking on the army/faction icon in Campaign modes.
    The encyclopaedia is now closed when a fullscreen movie is played. 

General

    Correct number of SSR options will now be displayed in the game’s settings menus.
    Non-migratory Barbarian City and Towns building descriptions have been updated.
    Added missing cursor variants in the Mac version of the game.
    The opening cinematic at the start of the game will no longer freeze when the player minimises the game window.
    Fix for loading screen sometimes not having any audio.
    Improved advisor lip syncing in Italian.
    Port building chain descriptions have been corrected.
    Fixed the label for the "Show unit banners" (Zobrazovat praporce jednotek) option in the Game Settings in the Czech language version.

References


Total War: Attila

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Main page | Downloadable content | Changelog


Books: Total War Rome: The Sword of Attila (2015)

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