Patch 2.0.4 for Total War: ROME REMASTERED is now live for everyone!
We can't wait for you to try this massive update with new modding possibilities, UI/UX changes, overall improvements and much more...
Check out the full patch notes: https://forums.totalwar.com/discussion/302782/patch-2-0-4-now-live
[ 2021-12-09 16:03:35 CET ] [ Original post ]
Total War: ROME REMASTERED patch 2.0.4 is now available via a beta branch on Steam.
Bilibili
Patch 2.0.4 is heavily focused on improving and expanding modding capabilities. It also includes UI/UX changes, minor AI improvements, localisation fixes, and further quality of life improvements. 2.0.4 is the final planned feature patch for ROME REMASTERED. We will continue to support the game with minor stability and compatibility patches as required. In order to opt in to the Beta: Right-click on Total War: ROME REMASTERED in your Steam library Click Properties and click the Betas tab In the drop-down menu, select the public_beta_2.0.4 option Close the window and your build will automatically update
UI/UX
Added Toggle Menu functionality in replays, allowing players to enable/disable UI elements Added full-size Unit and Building Details panels Added region names beneath settlement tags Added current population and public order information to the Captured Settlement screen Added a Previously Seen Fog of War stage to the minimap Added Religion percentages to settlement icon tooltips Settlement religion in non-player settlements is now visible if population loyalty is visible (e.g. if a players Spy is present) Added tooltips specifying if characters or settlements are Rebels Added Rebel portraits for Roman Rebels Improved how units in the Unit Card Bar are ordered when grouping/ungrouping Improved visibility of Construction and Recruitment requirements for all buildings and units The Classic Camera Field Of View now matches the original game Reduced various minor instances of text clipping Various other minor UI/UX improvements
Gameplay
Factions
When playing as a Roman faction, the shared fog of war now correctly disables at the start of the Roman Civil War, giving each faction their own individual Fog of War Religion Fixed an issue with Rebel settlements defaulting to the dominant world religion, resulting in consistent, extremely low public order
General Gameplay
Achievements are no longer disabled if mods are enabled Fixed the trigger for the achievement 'My Trade Goods Bring all the Boys to the Yard' Fixed an issue where Rebel Merchants would inadvertently generate income for the settlement they were residing in Assassins can now queue movement orders for the next turn after completing an action Armies can no longer construct sap points unless they have units present that can use them Improved and simplified ram outlines and hitboxes
Sound
Improved pre-battle speech elements and fixed issues with delays before cheering Fixed an issue with audio ducking when battles were paused Fixed an issue where units would say 'orders completed' when given invalid orders
Campaign
Added functionality for cycling through multiple family trees within a faction Fixed an issue where AI factions would request trade agreements when a trade embargo was established
Battle
Fort layouts are now consistent rather than randomly generated per-battle Improved drawing and placement of units in enclosed areas Users can no longer select invalid formations Improved pathing when choosing the first point on a path Altered conditions for stopping a charge, improving units ability to close gaps on enemies Minor improvements to a number of aspects of wall pathing logic Optimised the grouping algorithm for units on walls Implemented new algorithm to improve AI task assignment Improved AI for units defending walls, allowing better threat recognition Improved pathing logic for attacking siege towers Fixed issues with units climbing siege towers while being attacked Improved consistency of attacking AI, making AI units more likely to pursue the same objectives rather than switching Improved pathing for units passing through gates Improved Infantry AI to prevent them from chasing Cavalry units that are impossible to catch Adjusted barb_town_pathfinding.cas to make paths slightly wider Improved defending artillery AI to relocate and keep targets in range Enemy AI is now more dynamic when defending a settlement plaza In settlements with no walls, AI now considers the areas within and without settlement boundaries as the same, improving AI behaviour in these scenarios Improved AI unit facing direction when defending junctions Units now move around rams rather than run into them
Crash Fixes
Fixed a number of high-frequency crashes Improved multiplayer stability
Modding
New UX Features
Better support for displaying negative capabilities in the UI +/- now displays correctly based on the value provided, preventing display errors such as ... bonus: +-5 Added functionality to specify custom loading screens per map / location in the descr_battle.txt or custom_locations.txt files Added functionality to use hex values in UX .pos files for font colours E.g. "font_colour": "#0a85ab", Added functionality to display conditional strings in various information panels, tooltips, and the Building Browser, meaning complex item requirements can be more clearly displayed Added the ability to define the max line count for multiline strings in .pos files
Factions
Lifted previous hardcoded limits on faction numbers, allowing for a virtually unlimited number of factions Added support for multiple superfactions Superfactions have their own shared line of sight, dictated by the superfaction leader Senate superfaction now supports more than 3 child members Added options for superfactions inside the descr_strat data file Various minor improvements to superfaction logic, e.g. how outlawed factions are handled Improvements to Loyalty & Shadow Factions (e.g. the Western Roman Rebels are a shadow faction of the Western Roman Empire) Simplified shadowing so that shadowed factions do not automatically shadow back Added functionality for shadowed factions to have captain portraits Player factions can now trigger shadow faction switchback (e.g. defeating the Western Roman Empire as the Western Roman Rebels results in the player becoming the former) Improved behaviour of shadow faction resurrection (e.g. resurrected shadow factions receive 1.5x of the revolting settlements income up front, generated leaders inherit the religion of their current settlement) Emergent faction improvements Added modding functionality for previously hard-coded emergent factions All factions can now be emergent or re_emergent Added a new sub-script to control when emergent factions are triggered (e.g. at end of turn, settlement capture, or a revolt) Various minor improvements to emergent faction logic Added functionality allowing ai_do_not_attack_faction to target multiple factions Rebel subfactions can now have their own custom faction logos to matching banners (as in cosmetically rebel factions, not shadow factions) Rebel factions can now have functioning family trees Faction aggression can now be set in descr_strat (similar to faction_relationships and core_attitudes, ranges from 0-1000) Various minor improvements to Faction behaviour Rebel and normal banner icons are now combined into the same array, facilitating easier attachment to faction definitions Added a new descr_sm_faction_icons file to facilitate adding faction icons into the sprite sheet post-initialisation Removed the greener gaul hardcode (this can now be changed in descr_sm_factions.txt) Added the Rebel type to admirals
Culture
Lifted previous hardcoded limits, adding support for a virtually unlimited number of cultures Added functionality to control Roman Faction AI Assists via data files Added functionality to specify barbarian-like cultures without needing a single culture named barbarian Various other minor fixes and improvements
Religion
Lifted previous hardcoded limits, adding support for a virtually unlimited numbers of religions Religions can now specify a group Religions can now have different unrest multipliers against other religions Added functionality to define unrest levels relative to the settlement population Updated appropriate UX & data files to allow for extra religions Reformatted the religion file to facilitate easier maintenance Changed every instance of the religion pips from the sprite sheet to use external TGAs Religions with no influence can now be hidden from the Settlement Religion panel Modified the Settlement Religion panel to allow scrolling when more than 3 religions are defined, and leave empty spaces when fewer than 3 are present in a settlement Religions can now automatically generate an associated trait for themselves if one does not already exist The Settlement Religion panel always shows the dominant religion, not the official religion; assuming these differ, the official religion is shown in a tooltip alongside the reason (i.e. set by temple or by the Governor). Added new religious conditions for buildings Added a log_conversion_calc command line option to log end-of-turn settlement religious conversion to the command line Expanded Traits & Followers to allow for more than one religious effect Various minor improvements
Buildings
Lifted previous hardcoded limits, adding support for a virtually unlimited numbers of buildings Added functionality for the building_factions condition to be used for upgrade lines, recruitment lines and in the upgrades block Added functionality for grouping buildings into multiple groups of mutual exclusivity Added functionality for new Religion-based conditions Added functionality for recruitment limits on all agent types, modifiable through building effects Added ai_destruction_hint option to building definitions to improve AI logic for destroying buildings Removed limit of 32 effects per building level Added can_player_effect_this allowing checks if players can ever influence a condition Replaced the implicit "temple" type, which prevented building multiple temples, with a system of tags and the no_building_tagged condition Added a factionwide condition to check across the entire faction Made unit availability restrictions in building definitions file implicit. If a unit is specified as recruitable it will automatically be restricted to the factions it is available to Miscellaneous minor fixes and improvements
Combat_V Effects
Modified Combat_V attributes to make them more flexible and remove limitations on the potential of other additions (e.g. culture and factions). Added functionality for using dummy values after NUMBER_OF_ATTRIBUTE_TYPES to keep the UI trait colouring consistent with non-attribute attributes Removed old Combat_V attributes from the attribute list and made it it's own category Modified how Combat_V bonuses are calculated, so the effect is a sum of the total effects but bounded but the highest/lowest single effect Combat_V_Culture effect now supports negative points
Traits and Followers
Improved Culture support for traits/followers Added a MaxAllowed variable to traits, specifying the amount of living characters that can share a trait at any one time Added Inherit_chance which allows for traits to be potentially inherited by a character's children (range between 0-1) General Gameplay Added mod-accessible toggle for garrisons affecting revolt chance Added scorch effects to campaign toggle Added an extremely_hardy attribute option to units LOD rendering distance of mounts respects DMB defaults
Sound
Made looping sounds not affect fading status, meaning fades will persist between sound loops Improved unit selection of responses/barks when they don't have one specific to them Added new sound enums for more generic voice barks for unnamed units
New Campaign Features
New Settlement Features Squalor & Distance From Capital penalties are now moddable Minimum & Upgrade Population levels are now moddable Major events are now completely moddable (e.g. the Marian Reforms) Religious unrest penalties can now be modded per religion Added functionality to override the default religion of a settlement Added support for per-settlement custom models on the Campaign Map Added functionality allowing settlement names to be used as character surnames Added functionality allowing use of settlement loyalty/public order as a region income multiplier (the happier the population, the larger the multiplier) Added functionality for Ambient Models on Campaign Map Added functionality for adding ambient strat map models Added support for ambient objects in SMO soundbank Added resource types and ambient objects to SMO object bank description Added functionality to define specific brigand and pirate factions per region Added functionality allowing land-based rebel factions to spawn handler units Setting pirate and brigand spawn rates to 0 disables spawns Added functionality for Opaque Fog Of War (which hides undiscovered areas and their terrain completely) Added functionality allowing overlapping mercenary pools Added functionality for customising unit movement multipliers on the Campaign Map Added support for unit-specific AI recruitment bias using recruit_priority_offset
New Battle Features
Added functionality for modding Battle AI via data files These values affect which orders the units are given, but not pathfinding/the way orders are carried out These constants can be assigned on a per-faction basis in descr_sm_factions.txt Default AI values are located in descr_battle_ai_personalities.txt file Increased maximum officer allowance from 3 to 9 Added the ability to vary unit models, including based on armour and weapon levels Each unit can now define multiple soldier models in the EDU, and the soldiers will randomly choose between them You can specify armour level and weapon level; if weapon level isn't specified it will be set for all weapon levels A total of 255 unique models can be assigned to a unit across all weapon and armour levels Added a setting tattoo_colour variable per faction E.g. tattoo_colour blue sets tattoo_colour for all factions (i.e. the default), then tattoo_colour gauls gold sets an override for the specified faction Added further Battle Map Sky modding options TrueSky sequences can be modified per climate-season-weather-time combination instead of just weather (said combinations are loaded in from data/feral_descr_truesky.txt)
Enhanced Tweaks Mode - Expose Game Engine Settings For Mods
Added functionality for importing/exporting game engine variables and loading them in from mods; modders can now export their settings (done at the bottom of the EnhancedTweaks ImGui panel) and then copy the exported file into their mod This can be enabled using the command enhanced_tweaks in the Advanced Options text box
Save Games Record Enabled Mods
Active mods are now stored in the save header, and compared against the currently active mods when loaded. There is also new UI and altered the logic to display a confirm/cancel dialog when mods do not match. This allows users to choose whether they want to continue loading a save even with different mods.
Refactored Name Lists for better modding control
Name lists have been disconnected from factions. These can then be linked up to factions, allowing more flexibility on name lists and also better integration with improvements to other areas of the game (e.g. cultures and faction increases). Name lists are separate from factions (but temporarily assigned per-faction) This is a future-proofing measure against future character changes to give better modding control Added the ability to inherit one name list into another to cut down on duplicates (saving ~2000 lines in the name list file) Improved logging for invalid names by virtue of the new and more logical/flexible layout Tied using the settlement name as surname to a bool so modders can use it for other character types Fixed rebel Merchants all being Roman by correctly setting against their original faction Added global indexes for names rather than name list-dependent ones (which could cause issues when moving characters between factions) Removed hardcode for female characters not to use surnames Logging Features Added new logging mode launch options: Added functionality to log per-settlement religious conversion information Added functionality to hide the entire model mismatch log messages behind the report_model_mismatches command line option Moved verbose skeleton & animation pack logs behind the new verbose_skeletons command line option Improved error logging for invalid names Increased information for descr_strat file loading Logged the TrueSky sequence file being loaded along with the Battle Map parameters to help debug lighting issues in 3D battle maps Miscellaneous formating & minor information improvements Scripting Features Added go_to_char command to facilitate the Campaign Map camera centering on specific characters Added scripting commands to alter a region's religious profile Removed unit limits from the create_unit command Added destroy_unit and swap_unit commands to scripting and RomeShell swap_unit is similar to destroy_unit, but takes in a second unit ID when called; relevant unit data is copied (soldiers remaining, experience, weapon/armour level) used to create a new unit Added set_leader
RomeShell Features
Added support for pasting clipboard into RomeShell Added functionality for displaying whether achievements are enabled or not (and if disabled, why) Added the ability to middle mouse scroll when RomeShell is in focus Added verify_building_units to facilitate checking for duplicate units in buildings Added a number of previous scripting-only commands to RomeShell Fixed issues with the faction command line option not working The DocuDaemon file in preferences folder now lists all accepted commands for easy reference
Fixed issues loading specific assets from mod folders
Added functionality allowing campaign trees to be loaded in from mods Added functionality allowing burn ground types to be loaded from mods Added functionality allowing Bridge models to be loaded from mods Fixed texture path exists logic for mods Item files are only regenerated when needed
Crash Fixes
Fixed the Cloned Characters crash-to-desktop from original Rome: Total War
[ 2021-12-03 11:12:12 CET ] [ Original post ]
Patch 2.0.2 for ROME REMASTERED is now live! Ton of UI improvements Expanded modding limits and new features Localisation and audio fixes And much more... Read the full notes: https://www.totalwar.com/blog/total-war-rome-remastered-patch-202-notes/
[ 2021-08-11 10:04:04 CET ] [ Original post ]
Patch 2.0.2 is now available as a beta branch for ROME REMASTERED!
This update brings a ton of improvements to UI and modding along with AI changes, audio fixes, localisation and quality of life improvements.
Read how to opt-in and the full notes: https://www.totalwar.com/blog/total-war-rome-remastered-patch-202-notes/
[ 2021-07-22 09:59:44 CET ] [ Original post ]
Patch 2.0.1 for ROME REMASTERED is now live!
Various crash fixes
Improved diplomacy tooltips
Fixed incorrect formation during siege battles
Fixed a multiplayer desync issue
And much more...
Read the full notes: https://totalwar.com/blog/total-war-rome-remastered-patch-2-0-1-notes/
[ 2021-06-01 14:01:24 CET ] [ Original post ]
Interested in cinematography? Or have burning questions you want answered about our Guide To series?
Then you don't want to miss our Q&A with the producers Tobias and Martin from We Are Tobin.
Tune in tomorrow at 6:30PM BST on our Discord: https://discord.gg/totalwar
[ 2021-05-20 13:59:43 CET ] [ Original post ]
Patch 2.0.1 is now available as a beta branch for ROME REMASTERED!
Various crash fixes
Improved diplomacy tooltips
Fixed incorrect formation during siege battles
Fixed a multiplayer desync issue
And much more...
Read the full notes: https://www.totalwar.com/blog/total-war-rome-remastered-patch-2-0-1-notes/
[ 2021-05-20 10:02:59 CET ] [ Original post ]
Capturing Britain requires some strong defences - and that's what we're going to discover more about in the final episode of our Guide To series. Follow Phil Wang's journey to learn about Roman forts through Northumberland, Vindolanda and more... Full episode here: [previewyoutube=mQaMmzJbnd8;full][/previewyoutube]
[ 2021-05-19 13:59:51 CET ] [ Original post ]
Get your bathrobe and wine glasses ready because we're in for a treat on Episode 3 of our Guide To series. Phil Wang may have also had an authentic Roman statue made for him in York... Watch the full episode here: [previewyoutube=MABjN9brnIs;full][/previewyoutube]
[ 2021-05-15 14:01:49 CET ] [ Original post ]
We came, we saw, we conquered - and yet there's more to tell about the history of Rome in ROME REMASTERED. Check out the video below to learn how Scipii, Julii and Brutii fought their way to the Eternal City.
[previewyoutube=AmmOtII33Ko;full][/previewyoutube]
[ 2021-05-11 10:01:11 CET ] [ Original post ]
Scipii, Julii, Brutii... Who are these families anyway? And why does SPQR act as if they rule the world? Whether you are new or you just need a quick refresh of the setting in ROME REMASTERED, we've got you covered! Check out the video below:
[previewyoutube=xIGjT5wOJvk;full][/previewyoutube]
[ 2021-05-07 14:00:49 CET ] [ Original post ]
We're bringing out the big guns for our episode 2 of the Total War Guide To Invading Britain! Phil Wang is going to join a Roman legion and have a shot with an ancient ballista, learn about Boudicca in London and much more Watch the episode here: [previewyoutube=kkTzHBB4bE0;full][/previewyoutube]
[ 2021-05-05 11:37:59 CET ] [ Original post ]
Total War: ROME REMASTERED is out now! Soldiers of Rome! Grab your pilum and tighten your armour, it's time to take back your Empire! Will you make the Senate proud or will you crush the eternal city? [previewyoutube=LRJFahsZx-E;full][/previewyoutube]
https://store.steampowered.com/app/885970
Make those Gauls and Romans even shinier in glorious 4K with the free Enhanced Graphics pack:
https://store.steampowered.com/app/1419050/Total_War_ROME_REMASTERED__Enhanced_Graphics_Pack/
[ 2021-04-29 14:01:38 CET ] [ Original post ]
We know you can't wait to play ROME REMASTERED so we've decided to make some changes: - Pre-load the game starting now - Separate Enhanced Graphics Pack - Reduced Minimum and Recommended Windows specs Check out all the updated info here: https://www.totalwar.com/blog/total-war-rome-remastered-faq/
[ 2021-04-27 17:02:18 CET ] [ Original post ]
Sharpen your swords and clean your sandal-boots, it's time to Invade Britain with Phil Wang! Exploring ancient forts, eating Roman food, catching oysters and much more in our first episode of the Total War Guide to series. Watch the full video here:
[previewyoutube=XvRNy2IbC-8;full][/previewyoutube]
Pre-purchase now:
https://store.steampowered.com/app/885970/Total_War_ROME_REMASTERED/
[ 2021-04-26 13:59:38 CET ] [ Original post ]
Get your gladius and scutum ready because on April 26th we are going on a journey to invade Britain! Come along with Phil Wang on his journey to learn everything about the Roman invasion of Britain - from Roman food to fighting barbarians - and you'll be all set for the release of ROME REMASTERED.
[previewyoutube=CVWSPW0c2dc;full][/previewyoutube]
[ 2021-04-22 14:00:44 CET ] [ Original post ]
If you've never played the original Rome: Total War you may be surprised by some of the features in ROME REMASTERED: Attack a walled settlement without siege equipment Defending units immune to routing in the square And much more... All the details:
[previewyoutube=3cj515XY4os;full][/previewyoutube]
Pre-purchase now:
https://store.steampowered.com/app/885970/Total_War_ROME_REMASTERED/
[ 2021-04-21 14:01:09 CET ] [ Original post ]
Quality of life improvements are a big focus in Total War: ROME REMASTERED. From the enhanced camera to modern map overlays, you've got all you need for a modern Total War experience.
[previewyoutube=Yo5_2a5Vhw0;full][/previewyoutube]
Pre-purchase now:
https://store.steampowered.com/app/885970/Total_War_ROME_REMASTERED/
[ 2021-04-15 13:59:39 CET ] [ Original post ]
The Gauls are a vibrant and aggressive culture with limited cavalry but strong infantry. Weve decided to test their strengths in a 30-turn rush to conquer and hold the eternal city in ROME REMASTERED. Find out how we did here:
[previewyoutube=rg-DUoH2uLg;full][/previewyoutube]
[ 2021-04-09 13:59:36 CET ] [ Original post ]
[previewyoutube=nLYIHoBb3kM;full][/previewyoutube]
The glowing light of a new dawn shines on the Roman Empire. Conquer Ancient Rome like never before... Send merchants on trade missions, command ferocious battles and build your empire in Total War: ROME REMASTERED on 29 April 2021 - developed by Feral Interactive.
Take back your empire with improved visuals such as updated 3D unit models and textures, new campaign map overlays, 16 additional playable factions, a redesigned UI, Steam Workshop mod support, and much more...
Any questions? Check out the FAQ
Choose your faction and join the fray in the Total War Discord server
Pre-purchase on Steam:
https://store.steampowered.com/app/885970
[ 2021-04-08 19:56:47 CET ] [ Original post ]
[previewyoutube=0M6zFgrgB-E;full][/previewyoutube]
Are you ready to relive the legacy of Rome? Total War: ROME REMASTERED offers a barrage of visual and gameplay upgrades such as: Updated battlefield environments Updated unit models Enhanced campaign map Improved VFX and much more... Any questions? Check out the FAQ: Don't miss our Dev AMA tomorrow at 3PM BST on our Total War Discord server Pre-purchase:
https://store.steampowered.com/app/885970
[ 2021-03-30 14:00:33 CET ] [ Original post ]
Do you have burning questions about ROME REMASTERED you need answered? Or do you just want to tell us how much your grandfather hated the Gauls? Then you can't miss our Discord Q&A with Feral Interactive this Wednesday 31 March at 3PM BST! Join our Discord
[ 2021-03-29 13:59:48 CET ] [ Original post ]
- Kraken - Linux Content [43.78 G]
- Kraken - Linux App [332.44 M]
- Kraken - Linux ITA [1.12 G]
- Kraken - Linux SPA [968.97 M]
- Kraken - Linux HD Pack [30.59 G]
- Kraken - Linux FR [1.18 G]
- Kraken - Linux DE [1.02 G]
- Kraken - Linux RU [1.32 G]
- Kraken - Linux Simplified CN [638.18 M]
Improved Visuals
ROME REMASTERED brings the classic Rome visuals up to date, with 4K optimization**, ultra-widescreen and native UHD resolution** support. This visual upgrade extends across a multitude of features, including re-modelled buildings and objects, and environmental effects like dust clouds and heat haze. The refreshed campaign maps also boast new high-resolution models, and units have been remodelled and retextured to look their very best on the battlefield.
Modern Features
ROME REMASTERED includes a host of modern features and improvements to existing mechanics. The in-game camera has been enhanced, including map rotation and wider zoom level in Campaign mode. Heat maps and new icon overlays have been added for gameplay mechanics such as diplomacy and security. In Battle, the new tactical map, unit displays and range markers give you greater command over Rome’s battlefields.
Enhanced Game Mechanics
Players can now expand their armies and experience 16 additional factions that were previously locked, giving a grand total of 38 playable factions. In a first for Total War, you can now take your favourite faction to battle against friends in cross-platform multiplayer between Windows, macOS and Linux. A whole new agent type has also been added to the fray; Merchants can be sent all over the world to create trade links, access resources and buy out rivals to increase your income and assert your faction’s economic power.
Half-Price Offer
To celebrate the return of Rome, we have an offer for those loyal fans that already own the original game on Steam. If you already own ROME: Total War, you can purchase ROME REMASTERED for half-price until May 31st, 16:00 PDT.
*Please note, ROME: Total War Collection is only playable on Windows and will not be available to play until the release of ROME REMASTERED.
**4K enhancements unlocked by downloading Enhanced Graphics Pack
- OS: Ubuntu 20.04 64-bit
- Processor: Intel Core i3-4130 3.4GHz | AMD FX-6300 3.5GHzMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: NVIDIA GeForce GTX 660 2GB | AMD R9 285 2GB (GCN 3rd Gen)
- Storage: 45 GB available spaceAdditional Notes: * Requires Vulkan capable GPU. * NVIDIA graphics cards require driver version 460.32.06 (latest tested) * AMD graphics cards require Mesa 20.3.4 (latest tested)
- OS: Ubuntu 20.04 64-bit
- Processor: Intel Core i7-4770K 3.5GHz | AMD Ryzen 5 2600X 3.6GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA 970 4GB | AMD RX 480 4GB
- Storage: 45 GB available space
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