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
and set_heir commands for setting the Faction Leader and Heir
Added functionality for factions to be specified in capture_settlement, meaning players can give a captured settlement to an AI faction
Added a HasOffice command to check if a character holds a given Senate office
Added a MajorEventActive command to check if a given event is active (e.g. Marian Reforms)
Added change_character_faction allowing named characters to be moved to another faction
Added a new start_turn event trigger for the start of a turn
Enabled diplomatic_stance
Enabled the faction command line option
Added support for local scope access for a number of script and console commands
This allows for subbing some of the arguments with "local"; the game will pull the character/settlement/faction from the current script scope (assuming one exists)
This allows the provoke rebellion script command to take "local" as an argument to get the settlement that's supposed to revolt from context
The exceptions to this are:
create_unit, which could either refer to the local settlement or local character; use local_settlement and local_character instead
The change_character_faction command uses local_faction for better clarity in scripting
The add_income and add_expenditure commands both support local_settlement and local_faction
This feature can cause instability, and should be used with care
Added store_counter and retrieve_counter commands for adding and extracting counters from local scope
Added support for custom, settlement-specific or faction-wide income/expenditure via RomeShell/scripts, which can then displayed in the UI
Added functionality to set Senate Standing directly from script
Added functionality for set_counter to use another counter instead of a constant value, and added a counter_operation command
Added scripting conditions for checking diplomatic status between two factions
IsAlly
IsProtectorate
IsProtector
IsSameSuperfaction
Added functionality allowing I_CompareCounter to compare two counters, instead of just one counter against one constant
Added a return command to facilitate returning a value from a second script
Added functionality allowing scripts to create custom news alerts for players with a Yes/No prompt and pass the result back into the script.
Additional Miscellaneous Improvements
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 ]