Total War: ATTILA

Total War: ATTILA

Realistic Ranged/Missile Unit Overhaul For 1212
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更新:11 月 11 日 @ 下午 9:56
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Minor Adjustments
- Adjusted unit formation layouts.
- Mass infantry units, especially those with large shields, now require tighter formations to achieve their intended defensive effectiveness.
- Reduced spacing between cavalry models in formation.
- Reduce melee stamina consumption.
- Restored the ability of cataphract to ignore the negative effects of missile spread (e.g., from rough terrain).
- Increased the base morale minimum for cataphract.


Skill & Ability Adjustments
- Merged the 'Halberd Formation' and 'Pike Formation' into a unified 'Phalanx Formation' skill.
- Merged the 'Pavise Formation' and 'Spear Wall Formation' into a unified 'Spear wall' skill.
- Optimized animation performances for units using pavises.
- Assigned the 'Shield Wall' skill to Sword-and-Shield units equipped with pavises.
- Adjusted various skills; activating formations now affects missile block chance additively (based on a percentage of the unit's inherent missile block chance). This provides a more balanced scaling system, preventing low-tier infantry from receiving disproportionately high missile block chance bonuses.
- Various other minor parameter tweaks.

New Additions
- Added the 'Hollow Square' skill for Firearm units that historically utilized the Square Formation. This skill is also available to Swiss and Castilian Halberdiers and Pikemen units.
- The 'Brace Rank' skill is now available to Halberdier-type units. The AI has been updated to utilize this skill effectively.


Bug Fixes
- Continued fixes for the previously reported bug where Knight Chapter House building bonuses were not applying correctly.
- Rebalanced artillery damage against walls to address an issue causing excessively high auto-resolve battle results in siege scenarios.


Wall & Artillery Stat Rebalance
The following values have been adjusted to ensure more realistic and balanced siege warfare, particularly addressing auto-resolve calculations.

Structure Hitpoints
  • Stone Wall: 9,750 ~ 18,000
  • Stone Gatehouse: 8,750
  • Stone & Earthen Wall: 2,100
  • Stone & Earthen Gatehouse: 2,000
  • Wooden Wall: 1,125
  • Wooden Gatehouse: 1,000
  • Stone Tower (Fortress): 950
  • Watchtower (Encampment): 105
  • Stone Tower (Settlement): 375

Artillery Statistics
[h4]Cannons[/h4]
  • Bombard:
    • Stone Shot: 10,000 damage vs walls / 1,000 explosive damage (Fragments: 100 AP damage)
  • Longbore Cannon:
    • Solid Shot: 1,500 damage vs walls / 1,500 AP damage (Can ricochet)
    • Explosive Shell: 800 explosive damage (Fragments: 200 AP damage) (Shell: High Ignition chance, Fragments: Low Ignition chance)
  • Mortar:
    • Solid Shot: 1,000 damage vs walls / 1,000 AP damage (Can ricochet)
    • Grapeshot/Canister: 500 AP damage / 500 explosive damage (Fragments: 200 AP damage) (30 fragments per shot) (Shell: High Ignition chance, Fragments: Low Ignition chance)
  • Stone Thrower:
    • Stone Shot: 1,000 damage vs walls / 1,000 AP damage (Can ricochet)

[h4]Classical Engines[/h4]
  • Siege Ballista:
    • Stone Shot: 125 damage vs walls / 600 AP damage (Can ricochet)
    • Fire Pot: 100 damage vs walls / 600 AP damage / +1,000 vs Cavalry & Elephants (Can ricochet) (Medium Ignition chance)
    • Fragmentation Shot: 3 damage vs walls / 200 AP damage (80 fragments, wider area) (Large fragments)
    • Greek Fire Pot: 300 AP damage / 100 explosive damage (Small fragments: 10 AP damage) (24 fragments) (Pot: High Ignition, Fragments: Medium Ignition)
  • Great Siege Ballista:
    • Stone Shot: 250 damage vs walls / 1,000 AP damage (Can ricochet)
    • Fire Pot: 200 damage vs walls / 100 AP damage / +1,000 vs Cavalry & Elephants (Can ricochet) (Medium Ignition chance)
    • Fragmentation Shot: 3 damage vs walls / 200 AP damage (120 fragments, very wide area) (Large fragments)
    • Greek Fire Pot: 600 AP damage / 200 explosive damage (Large fragments: 30 AP damage) (48 fragments) (Pot: High Ignition, Fragments: Medium Ignition)
  • Catapult:
    • Stone Shot: 50 damage vs walls / 200 AP damage (Can ricochet)
    • Fire Pot: 200 AP damage / +200 vs Cavalry & Elephants (Can ricochet) (Medium Ignition chance)
    • Fragmentation Shot: 1 damage vs walls / 50 AP damage (50 fragments)
    • Greek Fire Pot: 50 AP damage / 100 explosive damage (Small fragments: 10 AP damage) (12 fragments) (Pot: High Ignition, Fragments: Medium Ignition)
  • Great Catapult:
    • Stone Shot: 100 damage vs walls / 300 AP damage (Can ricochet)
    • Fire Pot: 300 AP damage / +300 vs Cavalry & Elephants (Can ricochet) (Medium Ignition chance)
    • Fragmentation Shot: 3 damage vs walls / 200 AP damage (50 fragments) (Large fragments)
    • Greek Fire Pot: 100 AP damage / 200 explosive damage (Small fragments: 10 AP damage) (24 fragments) (Pot: High Ignition, Fragments: Medium Ignition)
  • Large Bolt Thrower:
    • Stone Shot: 125 damage vs walls / 600 AP damage (Can ricochet)
    • Greek Fire Pot: 100 AP damage / 200 explosive damage (Small fragments: 10 AP damage) (24 fragments) (Pot: High Ignition, Fragments: Medium Ignition)
  • Medium Bolt Thrower:
    • Direct Heavy Bolt: 25 damage vs walls / 500 AP damage / +1,000 vs Cavalry & Elephants (Can damage buildings) (Medium penetration)
    • Arcing Heavy Bolt: 500 AP damage / +1,000 vs Cavalry & Elephants (Medium penetration)
    • Flaming Heavy Bolt: 500 AP damage / +1,500 vs Cavalry & Elephants (Medium penetration) (Low Ignition chance)
  • Scorpion:
    • Direct Heavy Bolt: 5 damage vs walls / 300 AP damage / +100 vs Cavalry & Elephants (Can damage buildings) (Low penetration)
    • Arcing Heavy Bolt: 5 damage vs walls / 300 AP damage / +100 vs Cavalry & Elephants (Low penetration)
    • Flaming Heavy Bolt: 5 damage vs walls / 300 AP damage / +200 vs Cavalry & Elephants (Low penetration) (Low Ignition chance)
  • Repeating Scorpion:
    • Direct Heavy Bolt: 5 damage vs walls / 300 AP damage / +100 vs Cavalry & Elephants (Can damage buildings) (Low penetration)
    • Arcing Heavy Bolt: 5 damage vs walls / 300 AP damage / +100 vs Cavalry & Elephants (Low penetration)
    • Flaming Heavy Bolt: 5 damage vs walls / 300 AP damage / +200 vs Cavalry & Elephants (Low penetration) (Low Ignition chance)


Unit Performance Optimizations
- Enhanced the performance of Greek Fire Siphonatores and Naphta Throwers.
1. Greek Fire Siphonatores: Increased weapon range and ammunition capacity. Reduced base damage but significantly increased the chance to instantly kill via ignition (burning). Doubled the unit model count (now 64).
2. Naphta Throwers: Reclassified as standard Sword Infantry. Increased unit model count (now 110). Enhanced both types of thrown explosive weapons. One throw is now potent enough to potentially eliminate approximately 100 infantry models. The grenade (available to Arabian factions upon upgrading Naphta Throwers to Tier 3) is now limited to 1 ammunition

更新:10 月 27 日 @ 上午 2:01
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1. Balancing Hybrid Archer Infantry
* Nerfed ammunition for all hybrid archer infantry by an additional 30%, capping it at roughly 15 volleys.
* Reduced Accuracy and Rate of Fire by one tier compared to pure ranged infantry of the same level.
* Rationale: This significantly lowers their total ranged damage output. Hybrid units are primarily intended to fight in melee after expending their arrows, whereas pure ranged units are far less effective in close combat.



2. Pure Weapon-Type Unit Identification (1212 Models)
* Due to the prevalence of mixed weapon models in the 1212 roster, assigning accurate weapon stats is challenging (to match the actual weapon shown on models, the entire unit must use the same type).
* Through meticulous model file analysis, the following pure weapon-type units were identified:
Single-Handed Axe Units: 199
Single-Handed Sabre Units: 65
Single-Handed Sword Units: 448
Single-Handed Mace Units: 126



3. Bug Fixes
* Fixed a glitch with the new Crusader 'Lifting Recruitment Restrictions' buff.

更新:10 月 21 日 @ 上午 9:27
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Fixed the crash bug of Camel Artillery unit

Refined sidearm weapon data:

Types: Mix/Mace/Sword/Axe/Scimitar
Quality: Crude/Normal/Fine/Premium (Lv.1/Lv.2/Lv.3/Lv.4)

For T1/T2/T3:Total damage increases by 10% per era, with anti-infantry +1
For Lv.1-Lv.4:Total damage increases by 20% per quality, with anti-infantry +1
Minimum damage starts at (25, T1-Lv.1)

更新:10 月 20 日 @ 上午 2:20
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Comprehensive rebalance of unit entities and knightly order systems for historical authenticity.

1. Unit Entities System Overhaul
Horse Mass = Force (controllable impact power)
Unit Mass = Charge Resistance (Note: Infantry mass cannot deal impact damage, hence defined as anti-charge capability)
• Unit mass range: 50-1000 (majority under 500 to ensure cavalry mass > infantry)
  1. Base stats (HP/Mass) are determined by:
    • Unit Type: Defines core role (e.g., Pavise = high HP/charge resist; Two-Handers = low HP)
    • Unit Quality: Base values (Levy: 100 HP/50 Mass → Elite: 135 HP/150 Mass)
    • Armor Multiplier: Plate armor = 150% HP, 300% Mass


2. Knightly Orders Rework

Special thanks to @daahaka for new dismounted Teutonic Knights – powerful melee reinforcements!

Set all formal knights of the Knightly Orders to the noble population type.

Global Military Monastery Bonuses (Stacks faction-wide)
  • Level 1: +1 recruitment cap
  • Level 2: +2 cap, +1 experience for new recruits
  • Level 3: +3 cap, +2 experience, +1 melee attack
Applicable to: Hospitallers, Templars, Teutonic Order, Holy Sepulchre, Spanish Orders, St. Lazarus.
Crusader Factions (Jerusalem, Antioch, Latin Empire, Teutonic Order) have no recruitment limits for knightly units.
Faction-Specific Buildings (Non-religious line, stackable)
  • St. Lazarus Chapter: Applies to St. Lazarus/Holy Sepulchre Knights
    L1: +1 exp/+1 melee
    L2: +2 exp/+1 melee
    L3: +2 exp/+1 melee

  • Hospitaller/Templar Chapters: Applies to Hospitaller/Templar Knights
    L1: +1 exp/+1 melee
    L2: +2 exp/+1 melee
    L3: +2 exp/+1 melee

  • Crusader Inn (all knightly orders):
    L1: +1 exp/+2 morale
    L2: +2 exp/+3 morale
    L3: +3 exp/+4 morale

  • Teutonic Order Exclusive:Applies to Teutonic Knights

    L1: +1 exp/+1 charge bonus
    L2: +2 exp/+3 charge bonus
    L3: +2 exp/+5 charge bonus
Landmark Bonuses (All factions)
  • Jerusalem: Units in region gain Unbreakable; knight recruitment limits removed
  • Antioch: -1 knight recruitment turn

Faction Bonuses
  • Jerusalem: +30 charge (Teutonic) / +10 melee attack(Hospitaller/Templar)
  • Antioch: +10 morale (all crusaders), +20 (main knights)
  • Latin Empire: -20% crusader upkeep

Removed Unbreakable from standard knightly orders
New Unbreakable units: Holy Sepulchre Knights / St. Lazarus Knights /Hospitaller Knights.(mounted/dismounted)


3. Fixes & Optimizations
  • Corrected erroneous combat stats for multiple units
  • Fixed inactive campaign bonuses (report issues )
  • Streamlined unit stats panel readability
  • Fixed a bug where the 'Unbreakable' attribute could sometimes prevent units from routing (and thus being eliminated) as intended.
    ​​The Fix in Detail:​​
    A 20-second window has been implemented for units with the Unbreakable attribute. During this period, if these units suffer massive morale damage, they will now be forced to rout, effectively concluding their participation in the battle.
    This adjustment ensures that even the most determined units have a breaking point when faced with overwhelming psychological pressure, adding a layer of tactical depth to engagements against elite forces

  • Optimized the animation performance of Greatshields and Shield Walls, and fixed a bug where the AI would automatically cancel the PAVISE and SPEAR formations.​

  • Adjusted stamina values, making units slightly more durable.​

更新:10 月 12 日 @ 上午 2:13
EARL 發表

Balance Adjustment Updates

Cantabrian Circle add:
  • Range increased by 40
  • Movement speed increased by 50%
cataphract series skill adjustments:
Cavalcade Array (reduced idle time; units now actively seek combat after formation activation).
• Skill value changes:
  • Melee attack bonus reduced from +150% to +50%
  • Anti-cavalry & anti-infantry bonus reduced from +60% to +50%
  • Weapon damage bonus replaced with +20% health
  • Charge bonus set to 0
Note: Previous high stats compensated for low engagement efficiency. Now optimized logic requires rebalancing.
Crossbow optimization:
Firing angle improved, allowing crossbowmen to be placed behind allied lines.
• Position allies within half the crossbow's range to avoid friendly fire while targeting enemies.
Global cavalry nerf:
Health reduced by 20%.
Significant buffs to anti-cavalry units:
Polearm units and Spear units and Pike units now have enhanced anti-cavalry capabilities.
Removal of knightly traits:
"Unbreakable" trait removed from standard knight orders.
​​Infantry AI Fix​​:
• Removed ​​"Skirmish Mode" from all infantry, fixing cavalry charge collision bugs.
​​Siege & Fortification Adjustments​​:
• Stone Wall Health: ​​Significantly reduced​​.
• Giant Bombard : ​​Massively increased​​ (≈2 hits to destroy one wall section).
• Culverin : Requires ≈6 units (24 guns) to destroy one wall section.
​​Western Lancer Skill Adjustments​​​​:
•"Engaged Charge" renamed to ​​"Brute Charge"​​.
• Effects of "Couched Lance Charge" and ​​Brute Charge​​ swapped.

更新:10 月 5 日 @ 上午 8:43
EARL 發表

1. Balanced horse stats: Previously, these were based on the horse’s armor, but now they depend on the horse itself, with armor acting as a multiplier. To put it simply, before, a low-tier horse with top-tier armor could easily overpower a top-tier horse without armor, which was inappropriate. Now, armor serves as a multiplier—how much it boosts stats depends on the base values of the unarmored horse, including strength and health.
2. Adjusted musket damage: muskets will no longer effortlessly wipe out all units. Standard handgun now ignore missile block chance but can only target one unit, while muskets can penetrate through up to 3 units in addition to this effect.
3. Fixed several bugs.
4. Balanced fatigue mechanics: Replaced morale penalties with mobility penalties. Now, poorly managed stamina still renders units ineffective, but they no longer rout easily—instead, they struggle to move. This achieves the intended effect (primarily because AI performs terribly at stamina management during sieges, yet excels in field battles). 

更新:10 月 1 日 @ 上午 9:20
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Realistic Series MOD: Core Content of the Major Super Update
For details, please visit the link below:
https://steamproxy.com/workshop/filedetails/discussion/3047562159/592909603985305042/

Realistic Cavalry has been completely revamped with a major overhaul.
For details, please visit the link below:
https://steamproxy.com/sharedfiles/filedetails/?id=3047562159

Realistic Ranged Combat MOD Update:
  • Mounted Archer Weapons - Range -20%, Rate of Fire +20%, Ammunition 27→35
  • Crossbow Balance - Same-tier DPS consistent with bows
  • Bow Quality Binding
    1. Rabble, Mob → Low-grade bows
    2. Poor, Trained → Mid-grade bows
    3. Well, Elite → High-grade bows
  • Rapid Shot Bow → Fast Bow, enhanced mid-tier weapons, fine fast bows gain improved range and armor penetration (TBD)
  • Firearm Penetration
    1. All firearms except hand cannons ignore missile block chance
    2. Heavy muskets receive significantly enhanced penetration, capable of penetrating and damaging multiple targets
    3. Balance adjustments: Reload time +5 seconds, Accuracy -5, Spread +1 (excluding fine arquebus, zamburak, and fine musket)
  • Throwing Weapons
    1. Infantry javelins → Throwing spears, Cavalry → Javelins (short)
    2. Javelin optimization: Reduced range and ammunition, increased shield penetration and armor damage
    3. Greatly enhanced bonus damage against elephants
  • Other Weapons
    1. Increased sling rate of fire
    2. Recurve bows: Triple-shot → Rapid bow, damage equal to composite bows, poor accuracy, range capped at 145




Other Adjustment Notes

Mechanism Adjustments
  • Combat Experience Bonus Rework - Gradual level-based improvements, high-level veterans have exceptional endurance (heavy armor stamina ≈ level 0 light armor)

  • Infantry Mass Standardization - Standard model 100-150
    1. Spearmen anti-charge mass +100
    2. Giant Shield Spear & Ranged +200
    3. Two-handed weapons mass -20

Unit Adjustments
  • New Series - Makurian Bow & Spear infantry, modified from cloth armor spearmen
  • Health Adjustments - Camel health ~400
  • Assassin Units - Changed to dual-wield weapons, significantly increased melee attack and defense
  • Animation Updates
    1. Single-handed weapons remove thrusting animations
    2. New idle animations for dual-wield units
    3. Melee cavalry added new idle animations

  • Miscellaneous Adjustments
    1. Increased shooting fatigue consumption
    2. Reduced spear armor penetration


  • Unit Type Adjustments
    1. Iberian Slingers → Single-handed axes
    2. Bow & Spear infantry → Phalanx Pikemen with bows + Spearmen with bows
    3. Kuman Spearmen with bows retained + Makurian Nubian Bow & Spear (Longbow)
    4. T1 Idago Knights and T1 Spanish Knights swapped unit and horse models
    5. Varangian → Shock long-handled axe (Not single-handed)
    6. Lithuanian Knights: T1 Raider Cavalry (Javelin & Sword) → T2/T3 Lancers
    7. Ducal Cavalry → Lancers (Retinue line)
    8. Boyar line → Heavy Cavalry
    9. Zagwe added new elite infantry series
    10. Infantry with horses → Equipped with pack animals (Elite cavalry, steppe units)
    11. Mongol infantry with horses removed cavalry trait
    12. Crossbow units with Proficiency above normal given Precise shooting skill, bow units given Rapid shot skill
    13. War Elephant ammunition +100%
    14. Dismounted Knight recruitment tied to noble estates
    15. Hussite Peasants + slings

Equipment System Adjustments

Weapon Adjustments:
  • Enhanced charge bonus for single-handed and polearm weapons (Offensive infantry)
  • Reduced charge bonus for spears and pikes (Defensive infantry)
  • Cavalry secondary weapon attributes synchronized with infantry
  • Ranged unit weapons unified, but melee capability weakened
  • Two-handed axe → Long-handled axe

Armor Adjustments
  • Label Updates - Half Armor → Mixed Armor (e.g., Mixed Light/Medium Armor)
  • New Armors
    1. Heavy Chainmail (T1-T3, heavy_chainmail)
    2. Fine Armor (T3, very heavy)
  • Armor Distribution
    1. Zagwe top-tier units, Abbasid Guard → Heavy Chainmail
    2. Trebizond Plate-and-Segment Armor → Fine Armor

更新:6 月 19 日 @ 上午 2:06
EARL 發表

Changelog Highlights v2.4​​

🏹 ​​Windlass Crossbow Animations​​
• Fully historical reload sequence with standard fatigue calculation
• Optimized models

🔫 ​​New Sidearm Mechanics​​
• Added pistol charge animations
• Otimized handcannon ,mushkert (rebalanced)

🥷 ​​Assassin Stealth Overhaul​​
• Active camouflage skill (replaces passive invisibility)

更新:6 月 9 日 @ 上午 8:50
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更新:6 月 7 日 @ 上午 2:15
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Updates

Musket Animation Optimization
All musket reloading and shooting animations optimized based on PIL, with key remakes for Musket (Matchlock) and Zanburak (Heavy Matchlock) animations.

Musket Unit Movement Speed Adjustment
Mushkert unit movement speed increased to 20-30 (Ultra-Heavy to Extremely Light armor classes).

Melee Animation Tweaks

Two-handed greatsword animation fine-tuned.
Improved formation discipline for trained armies.

Unit Card Remasters
Remastered low-quality unit cards for added units such as Rocket Units, Tuareg units, and kretikai Guard.

Balance Adjustments

Focus Skill: Reload speed nerfed to 30%.
PAVISE (Great Shield) ranged units: Melee attack/defense ×0.8 (toned down due to overpowered close combat stats).

Equipment Stats Overhaul

Partial equipment stats corrected; horse stats remade – horse breeds and barding protection now displayed independently.
Arab Elite Matchlock model optimized.
Yeniçeri musket units' uniform colors fully synchronized with their unit cards.

Musket Damage Adjustment

Improved armor penetration – muskets now pose greater threat to plate armor units.
Hand Cannon shooting attributes fine-tuned.

Assassin Recruitment Overhaul
Assassin units previously underused due to strict recruitment requirements – now adjusted:
• Available to all factions (requires converting to Shia faith).
• Recruitment points:
▪ Shia Mosques (2 initial squads, upper limit unlocked via mosque upgrades).
▪ Eastern Kingdom mercenary camps (e.g., Khwarazm, Ilkhanate) – limited to 2 squads per region.

Elephant Recruitment Update
Elephants no longer require specific recruitment conditions – both Melee Elephants and Greek Fire Elephants can be unlocked via Elephant Habitats.

Wardog unit
Wardog Ranged Infantry units caused CTD (crash-to-desktop). All Wardog Ranged Infantry units have been removed. African factions' Wardog units are now retained as melee-only. Welsh Wardog Ranged Infantry Longbowmen converted to standard archers. Sherwood units now provide stealth capabilities