Total War ROME REMASTERED patch 2.0.4 is now available on a beta branch.

ads


This update is a biggie, bringing a legion of expanded modding capabilities, UI/UX changes and quality-of-life improvements.


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 player’s 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

ads
Tags

Post a Comment

0 Comments
* Please Don't Spam Here. All the Comments are Reviewed by Admin.