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Total War ROME II Caesar in Gaul Full Version Cracked Full PC Game Free Download|10.6GB

Torrent Link-Part Wise DL Links-Patch 8-Full Game-DLCs. Free download full version PC Game with crack: Total War ROME II Caesar in Ga...

Free download full version PC Game with crack: Total War ROME II Caesar in Gaul.

Torrent Link-Part Wise DL Links-Patch 8-Full Game-DLCs.
Free download full version PC Game with crack: Total War ROME II Caesar in Gaul.

About:
Caesar in Gaul is a standalone campaign pack for Total War: ROME II covering Julius Caesar’s war of expansion against the Gaulish tribes. Players can choose from four playable factions in this conflict: the Gallic Arverni, the Germanic Suebi, the Belgic Nervii and Rome, in a campaign inspired by Caesar’s Commentarii de bello Gallico (Commentaries on the Gallic war).

Offering a tighter scope in terms of time and geography than Rome II (58-51BC), the Caesar in Gaul Campaign Map is an expanded, more detailed vision of Gaul and the south coast of Britannia.

Compared with ROME II’s map of Gaul, Caesar in Gaul contains more regions and provinces, more factions (both playable and non-playable), and a series of famous generals and statesmen from history which the player will employ or fight against depending on their chosen faction.

A war of great profit and glory for Caesar, this conflict made him extremely popular with the people of Rome… though less so with the senators, who saw him gathering power to himself in a series of events that ultimately lead to his ascension to Dictator.

FEATURES


Caesar in Gaul differs from the core ROME II experience in a number of important ways:

New Campaign Map:

The Caesar in Gaul campaign map is an enhanced, more detailed representation of Gaul, with players able to expand across 18 provinces dotted with resources, new settlements and new provincial capitals.

Greater focus on characters:

Many factions employ great generals and statesmen from history (for example, Rome fields Gaius Julius Caesar himself, Mark Anthony and others). Each of the four playable factions also has a faction leader who acts as the player’s avatar during the campaign.

24 turns per year:

As Caesar in Gaul deals with a considerably shorter time-span (58-51BC) than the grand sweep of the ROME II campaign, each turn represents two weeks rather than a year. This means seasons make a return. The gameplay effects of these aren’t always predictable however, and may vary from province to province. A late autumn may bring a good harvest for example, but a long, dry summer may damage your food production.

Compact, focussed multiplayer campaign:

For those generals looking for a more rapid MP campaign game, Caesar in Gaul presents a series of interesting options. Due to the geographic scope and the opposing 48 factions, co-op or competitive 2-player campaigns are tighter, more focussed, and less time-consuming than a full Campaign.

New mid-game challenge mechanics:

For those players making it through to the mid-game, there will be new challenges to face as a more suitable replacement for the Civil Wars of ROME II. As a Gallic tribe, you’ll feel the mailed fist of Rome respond with heavy intervention forces, and as Rome, you’ll see the Gallic tribes rebelling and forming alliances against you.

New historical battle:

Caesar in Gaul adds the Battle of Alesia as a playable historical battle. Alesia marked the turning point of Caesar’s Gallic War, and resulted in the capture of Vercingetorix, who was later taken to Rome and executed at Caesar’s Triumph.

Set from Caesar’s perspective, Alesia tasks the player with maintaining the siege of Vercingetorix’s Gallic stronghold. The battle begins with the Roman forces deployed within their own investment fortifications outside the hill-fort. The player must guide the Romans as they weather attacks from both a huge relief army and within the fort itself.

New Total War: ROME II full campaign playable factions:

Alongside the factions playable within the new Campaign, Caesar in Gaul also adds three new playable factions to the main game; they are:

• Nervii (barbarian, Belgic)
The most fierce and powerful of the Belgic tribes, the Nervii are a melting pot of Celtic and Germanic heritage. Their unit roster reflects this mix of cultures, opening up the possibility of creating new, unique army compositions.

• Boii (barbarian, Gallic)
One of the largest of the Gallic tribes, the Boii occupied Cisalpine-Gaul, Pannonia, Bohemia and Transalpine Gaul. Their numbers make them a force to be reckoned with but they are somewhat disconnected from other the Gallic tribes geographically and are directly exposed to the ferocious Germanic clans and the Dacians.

• Galatians (barbarian, Anatolia)
The Gauls of the East, the Galatians migrated to Asia Minor following the Celtic invasion of the Balkans. They arrived through Thracia at around 270 BC, led by generals Lotarios & Leonnorios. As Celts deep within Hellenic territory and factions hostile towards them, the Galatians offer interesting and challenging new gameplay.

New units:

Alongside their usual unit rosters, the playable factions of Caesar in Gaul (and playable factions in the main ROME II campaign provided by Caesar in Gaul ownership) also gain the following new units:

Boii (ROME II)

• Sword Followers (sword infantry)
Where a lord commands, the sword is thrust.

• Veteran Spears (spear infantry)
Battle hardens the sinews and the heart, and deafens the ear to the cries of cowards.

Galatians (ROME II)

• Galatian Legionaries (sword infantry)
The Celts have taught the Romans more than they’re prepared to admit, but this is a two-way street.
• Galatian Raiders (javelin and sword cavalry)
Broken enemies know it is better to flee than face riders who will not spare their lives.

Gallic tribes (ROME II and Caesar in Gaul)

• Chosen Swordsmen (sword infantry)
These men fight with proven bravery and well-honed skill-at-arms.
• Chosen Spearmen (spear infantry)
Chainmail does not chill a warrior’s heart, or still his lust for battle.
• Gallic Hunters (stealth bow infantry)
The skills of the hunt, hiding and a sudden strike, are the skills of a warrior.

Nervii (ROME II and Caesar in Gaul)

• Fierce Swords (sword infantry)
Once he has earned it, a Celt will only be parted from his longsword by death itself.
• Guerilla Swordsmen (stealth sword infantry)
• These swordsmen strike wherever and whenever their enemies least expect.
• Mighty Horse (spear cavalry)
A strong mount and a savage swing make these warriors a fearsome prospect.
• Naked Spears (spear infantry)
Who needs clothes when you have more than your share of courage?
• Gallic Hunters (stealth bow infantry)
The skills of the hunt, hiding and a sudden strike, are the skills of a warrior.

Auxiliaries

• Auxiliary Gallic Hunters (stealth bow infantry)
The skills of a hunter should be used in the service of Rome.
• Auxiliary Noble Horse(spear cavalry)
A mounted, armoured fist is always useful in a Roman army.
• Auxiliary Naked Swords (sword infantry)
The savage gods of war should be used to Rome’s advantage.
• Auxiliary Short Swords (sword infantry)
Bravery in battle, rather than skill, sometimes gives worth to a man.

Mercenaries

• Mercenary Gallic Hunters (stealth bow infantry)
The hunting of other men often has the greatest of rewards.
• Mercenary Noble Horse (spear cavalry)
Even a nobleman has his price, and will fight for gold.
• Mercenary Naked Swords (sword infantry)
The gods of war will bless mercenaries as long as they fight bravely.
• Mercenary Short Swords (sword infantry)
It is often enough to sell bravery and a taste for glory.

Title: Total War: ROME II – Caesar in Gaul
Genre: Strategy
Developer: Creative Assembly
Release Date: Dec 17, 2013

Total War ROME II Caesar in Gaul-RELOADED

SIZE: 10.6 GB

DLC


  • Greek States Culture Pack
  • Nomadic Tribes Culture Pack
  • Blood & Gore.
NOTE: This release includes full game with update 8 and Caesar in Gaul official campaign addon. We thought it was inapropriate to release a 9 GB dox so we decided to make it standalone.

CHANGELOG

Total War: ROME II – Patch 8

Gameplay Improvements

Campaign
• It is now possible to levy units from satrapies and client states. This works in a similar manner to mercenaries, but these units have normal recruitment and upkeep costs, and come from the locally available unit roster.
• Infantry and cavalry units now have different campaign movement extents. Infantry units are slower than before, while cavalry units are faster than before. Armies always move at the speed of the slowest unit. Now cavalry-only armies actually move faster.
• Cinematic borders can now be displayed in campaign and battle by pressing [ALT] + [K] keys (by default).
• New industrial building chain: Quarry and mine buildings are now available for construction in minor settlements for all factions.
• Fixed an issue that prevented the AI from blockading the Brundisium port.
• Improved cultural conversion mechanics.
• Exempting a province from tax now sets its food consumption to zero (this wasn’t previously registering).
• In Multiplayer Campaign mode, when a player-owned settlement is attacked by the AI, the player will no longer have the option to sally forth, when the ‘fight manual battles’ option is disabled.
• Improved disembarkation areas in some coastal battle maps.
• Special abilities in battle have undergone rebalancing.
• Changed victory conditions in grand campaign for all playable factions. The number of regions the player needs to control in order to win the game has been reduced.
• Removed a number of misleading treachery types from Diplomacy, so now a faction that breaks a treaty and then signs it again within 10 turns won’t get treachery penalties.
• Campaign AI is now less likely to declare war on too many factions.

Battle
• Added new Barbarian major port battle map.
• Enemy reinforcement banners no longer begin battle as visible, thereby initially hiding the units’ positions in battles.
• Added visualisations to denote the range of targeted abilities in battles, so the player will know which units will be affected.
• Fixed a bug which caused the frame rate drop when it rained during battles.

Usability Improvements

Campaign
• After researching a technology on the campaign map, the zoom-to-location button on the Research Complete message will now zoom to the correct location.
• Faction list in Diplomacy now sorts alphabetically by default.
• The Toggle UI shortcut ([K] key by default) now works with Campaign modes.
• Treachery warnings now show reliably when you are declaring war and have current treaties with that faction. The warning also shows when the player breaks a treaty and tries to declare war, while the treaty is still in the process of being broken.
• Fixed the top and bottom of the Campaign tactical map to prevent it from being clipped at high resolutions.
• Added borders to the campaign tactical map so regions at the edges can be seen more centrally and are not blocked by the diplomacy user interface.
• Fixed a conflict which meant automatically constructed siege equipment prevented the player from building anything else.
• General’s skills and army traditions which lower upkeep costs will now update the recruitment panels correctly.
• Agent ability Intercept Orders success event-messages will now display which specific armies/settlements are revealed.
• Improved trees on the Campaign map.

Battle
• Post-battle loading screens for Custom/Multiplayer battles are now interactive, so the player can see kills/losses of armies in battle.
• When reinforcing an ally in a campaign battle using multiple armies, the unit cards in battle will now be adapted correctly to the number of unit cards and fit the screen correctly.
• It is now clearer in the battle UI when auto-trigger is enabled on ability buttons.
• Improved lighting and vegetation in Atlantic climate battles.

Total War ROME II: Patch 7

Known Issues

•Dog handlers will try to melee attack whenever their dogs enter melee, resulting in the handlers running towards the enemy unit that the dog is attacking, and often being killed.

Global

•Performance – Unit rendering performance on high spec gpu’s has been optimised, resulting in higher frame rates on EXTREME settings in most scenarios.

•Extensive Frontend-UI tweaks and optimisations.

•Fixed a crash in the terrain system which occurred on crossfire machines.

•Players are no longer restricted from selecting graphics options, based on the games evaluation of their system. This means that players can now set any graphics options they want.

Battle AI improvements

•Attacking siege AI now uses battering rams more frequently.

•Attacking siege AI can now use all units to burn gates, and should not become inactive if it has only non-infantry units remaining.

•Attacking AI is now more conservative with the use of its general when assaulting walls and gates, but can still use the general unit as a last resort.

•Added safeguards against some rare issues which could cause the attacking settlement AI to become idle.

•Fixed an issue in settlement AI which could result in units losing their attack orders, causing units to sometimes run past enemy units they were trying to attack, as well as causing defending missile units on walls to halt their firing orders.

•Improved AI’s use of Use The Whip and Rapid Advance.

•AI now targets war-dogs rather than their handlers after dogs have been released.

•Eliminated unnecessary reforms in AI’s defence-line tactics.

•Improved AI scouting behaviour.

Unit rebalancing

•Increased damage for club weapons.

•Increased melee defence for pike units.

•Rebalance of all small-arm projectile damage:

•Javelins have received a boost to their armour penetration damage.

•All horse archers (incl. Royal Horse Archers) now have Heavy Shot.

•Some elite foot archers now also have access to Heavy Shot.

•Different types of bows now have different ranges.

•All bows now have some armour penetration.

•Rebalanced the following units:

Naked warriors
Ambushers
Berserkers
Painted ones
Naked swords

•Some missile infantry shields have had their missile block chance increased.

•Tower projectile incendiary damage has been reduced.

•Burning oil incendiary damage has been reduced.

•Improved arrow tower damage has been reduced, and is now mostly normal damage instead of armour penetration.

•Scorpion tower projectiles now have a smaller cone of effect.

•Reduced incendiary hit points on all siege vehicles apart from burning rams which have both incendiary and normal hit points increased.

•Removed shield wall ability from Falxmen, Thracian Warriors and Thracian Nobles.

General battle improvements
•Increased battle-side hit points of all generals and officers.

•Fixed issue in battle combat rules which failed to give the commanding general additional saving throws, making generals unusually vulnerable in harder difficulty modes. These saving throws have also been extended to non-commanding generals, making all general characters harder to kill in battles.

•Fixed issue which caused artillery units to sometimes move forwards instead of firing when targeting a ground position.

•Formed Attack button added for key disciplined units (eg Legionaries, Hoplites, Pikemen). Disciplined units are now better at keeping formation when fighting.
•Improved existing unit formations.

•Reduced “blobbing”, where units converge into a disorganised brawl
*Adjusted spacing of some infantry units to prevent units being too cramped.

•Added blood effects on animals, for players who own the Blood & Gore DLC.

•Fixed an issue where pikemen would ignore orders.

•Fixed rank & file shortcuts which were not working correctly; and only ever resulted in wider units.

•Telestration (drawing on the map) now works for spectators in MP battles.

•Fixed issue where throwing torches at gates failed due to projectile simulation causing torches to bounce off the roof of the gatehouse instead of hitting the gate itself.

•New guard mode mechanic: units will be in guard mode behaviour by default and hold their line unless they have a direct attack order.

•Several improvements to how formed attackers adjust to one or more targets, encompassing different target widths.

•New hiding mechanic: running will no longer reveal hidden units.

•Behaviour improvements for disengaging units: Units pulling out of melee will now try harder to avoid combat and run to the ordered location.

•New mechanic for knocked-down soldiers: Heavier units will take longer to get up after being knocked down.

•Fixes and improvements to bracing:

– Formation depth and defensive formations now have the correct impact on bracing bonus.
– No bracing bonus when using loose spacing.

•Elephant and chariot collisions are now less lethal.

•Boiling oil no longer triggers when enemies are on top of a gatehouse.

•Entities no longer warp in combat when two infantry units charge each other.

•Avoidance-jittering eliminated when multiple units in formed attack overlap.

•Prevented ships and drowning men from floating above the waterline in very rough seas.

•Improved the framerate when multiple units pass under boiling oil.

•Added option to disable left-click dragging move-orders.

•Locked formation unit groups now correctly track moving targets when given attack orders.

•Locked formation unit groups should now move at the correct speed in all circumstances.

•Units now interweave less when moving a locked formation backwards.

•Artillery units no longer move forwards to attack a building when their target is already in range.

•Firing whilst moving now always fires at the target unit.

•Reduced instances of ranged-unit stop/start movements when chasing a moving target.

•Units no longer automatically attack their previous melee target after routing then rallying.

•When gate capture points are neutralised, gates are now locked to all alliances and boiling oil stops pouring.

•Units firing from walls can now be consistently halted.

•Units firing from walls now fire with all ranks.

•Rebalancing of entity/projectile/effect audio volumes.

•Added new preset city and port maps to the custom battle/multiplayer map lists.

•Removed situations where defenders could partially deploy units outside the city walls in siege battles.

•Siege maps now have towers or gates linked to the correct capture points.

•Changed capture point timer from 20 seconds to 30 seconds. Gates and towers now take 1 minute rather than 40 seconds to change from one alliance to another.

•Added new minor settlements: 1x Persian port and city, 2x Egyptian cities, 1x Greek city.

•Improved docking and landing points in several maps.

•Added spectator icon for battle to make it clearer when people are spectating.

•Cinematic camera now works correctly for units on buildings.

•General technical/usability fixes across many battle maps (docking points, deployment zones, scenery placement, tower bridging-points etc).

•Extensive battle-UI tweaks and optimisations.

•Fixed several rare crash instances.

•Aide de camp advisor has been enabled for multiplayer now.

•Modified right click drag-outs, so when moving the mouse to the minimum drag threshold, and then back under the minimum drag threshold, the drag-out visualisation will no longer be hidden.

•Men on walls above gates no longer die when gate is destroyed in battles.

Campaign

•Fixed a crash when loading into a Roman Port battle map from the Campaign.

•Multiplayer campaign legendary mode saves now work correctly.

•Campaign AI is now more focused on recruiting better units and constructing buildings that allow the recruitment of better units.

•Increased number of Imperium thresholds from 4 to 7, rebalancing progression of military, agent and edict cap increases to match.

•Campaign diplomacy: It’s now harder to sign trade & alliance treaties with AI factions, gifts now give a bigger boost to relations.

•Added warning when the player is about to break treaty in Diplomacy which will result in player being treacherous.

•Enemy/ally armies/agents are now shown on the Campaign Tactical map and not just players.

•Fixed user interface animation issues in campaign, where in Multiplayer Campaign mode, animations would sometimes be in slow motion.

•Added resource icons to the city info bar.

•Added a small delay to update of the Settlement info panel, when moving the mouse off building icons to make easier to compare two buildings, without info panel flickering to province info in between.

•Fixed setting for whether Unit info panel is shown in battle, which was being set incorrectly in campaign modes, leading to unit info panel being hidden in battle, without player ever minimising it.

•Fixed campaign cycle buttons (which cycle between settlements) going in opposite direction, and fixed both buttons going in the same direction.

•Fixed issue where if a unit was gifted in a group, the player could still control that unit via group they were previously in.

•Fixed issue where current army emblem wasn’t shown in list of emblems meaning once changed couldn’t set it back.

•When the player is defending in ambush, the attackers units are hidden because if they were ambushed they wouldn’t know the details of the force they were up against.

•Telestration (drawing) now works on the campaign tactical map for Multiplayer Campaign mode.

•Added a vote-timer to the autoresolve panel buttons in Multiplayer Campaign mode pre-battle, so players know how much time is left to make a decision once the panel is opened.

•Join Confederation option now appears as a diplomatic option when countering an AI’s diplomatic offer.

•Added experience indicators on queued recruitment unit cards.

•Multiple units can now be upgraded with better equipment, or retrained into better units, simultaneously.

•When retraining units, UI now shows the unit a current unit will be retrained into, along with the cost for doing so.

•Finance panel tax-slider now snaps to values, to make it easier to use, and to clarify that there are a finite number of levels.

•Added notifications for when the other player saves in multiplayer campaign, so you know why the game is pausing.

•Added filter-specific info to tooltips in the campaign tactical map (such as regional wealth values when on the region wealth filter).

•Unit info UI now takes into account bonus HP for unit health stat, to fix incorrect values being shown

•Unit info now shows the breakdown for melee defence and shield armour values on the tooltip.

•Added vote timer to the pre-battle screen in Multiplayer Campaign mode, so players know how much time left to make decision once open this panel.

•Unit info missile-damage display now working correctly (damage modifier was being applied to armour penetration damage, and breakdown wasn’t taking into account the missile damage modifier).

•Campaign radar map now follows the camera to improve navigation.

•Client states and satrapies are now shown as allied on settlement panel. Also added an icon to show relationship of the factions owning the regions.

•Fixed several rare crash instances.
•Fixed a crash which happened when merging units together several times, with the [CTRL] + [M] key shortcut in the same army in Campaign modes.
•Garrisons are no longer displayed with dignitary icons on the Campaign Tactical Map.

Total War ROME II: Patch 6

Fixes

This was a minor patch delivered alongside the Blood Pack for Total War: ROME II, applying to all users.
• Fix for terrain turning black during Campaign and Battles when changing the “Texture Quality” setting. This was listed as a “Known Issue” in the Patch 5, but is now fixed.
• French and German campaign audio will no longer play very quietly (e.g. when selecting armies on the Campaign map).
• Fix for the game failing to launch in some circumstances when running as a Windows Administrator.

Total War ROME II: Patch 5

Technical and Performance

Campaign
• Improved Campaign AI decision-making speed when considering local forces prior to settlement attack
• Fix to problem the AI interface received stances that were not up to date, when called to accepting a war declaration help request, or deciding whether to invite allies to a war.
• Improved responsiveness of tabs in the Trade and Finance panel in Campaign mode.
• Fixed a crash when loading an auto-save game.
• Various campaign optimisations including: Fog-of-war update (improves frame rate when moving units, improves end turn times in games where the player has many allies) and Improved frame rate when lots of units are on screen.
• Fix for rare crash when loading a Campaign save game.
• Fixed various rare crashes during battles caused by unit card sorting.

Battle
• The video memory footprint of battles has been reduced by up to 250MB.
• Left-click and dragging units during battles is now more responsive.
• Fix for slow down / performance hit when selecting AI siege equipment in the battle setup menu.

Gameplay Improvements

Campaign
• Campaign AI now encourages factions to form allegiances more over time based on personality, perceived threat and existing balance of relationships the faction holds.
• A new function has been added to the diplomacy screen, which allows the user to select AI factions, and then mouse over other faction icons on the map to display their relationships.
• The chances of the AI betraying their allies has been increased, since it used to help them too often when a betrayal was a more appropriate action.
• Allies that have made a decision to join a war, have that decision enforced at the Campaign AI to ensure consistency. E.g. To prevent Satrapies from joining a war and betraying their overlord at the same time.
• Improved the AI’s consideration and use of payments in diplomacy
• Garrisoned armed citizenry now reinforcing their army standing just next to the settlement they are Garrisoned in.
• Fixed satrapies not recognising that they no longer have an overlord in some cases when they cease to be a satrapy.
• Fixed a pathfinding data error that allowed paths to cross directly from beach to river on the Campaign map.
• When a settlement is blockaded on the campaign map, a fix has been made to prevent the player from queuing more siege equipment in the construction queue than you are allowed.
• Reduced the chance of AI armies standing close to the players army on the Campaign map in Forced March stance, allowing the player to ambush them.
• Armies can no longer be garrisoned in a settlement and in Forced March stance at the same time, which led to an ambush battle outside of the settlement when it was attacked, and the winner not capturing the settlement.
• When handing over a region in civil war, the armed citizenry in that region are now refreshed immediately, to prevent the player from recapture the settlement with no resistance from within.
• During a multiplayer coop campaign, the client and host could both make decisions when attacked by the AI. However the user interface did not always display the correct choice. This is now fixed.
• Rebels, Greeks and Gauls are now unable to capture the Bovianum settlement from the Samnites during the Prologue Campaign.
• Objectives are now listed in The Invasion of Samnium chapter of the Prologue Campaign.
• Converting an army in a port settlement to the port docks will no longer break it out of muster stance allowing it to recruit while moving .
• Fix for Lode Stone technology not applying correct speed bonus to ships.

Battle
• Improved gates so they don’t open so prematurely for routers during battles.
• Fix for Cavalry units not able to perform flaming arrow attacks on buildings.
• Autonomous siege engines now have an ammunition limit during battles.
• Fixed bug where routers appeared to walk in battles.
• Added display of phase timers to Ability buttons in battles.
• A unit tooltip will now display to indicate when units are withdrawing during battles.
• Added a new Persian minor city battle map variation to the game.
• Improved the in-battle AI’s interactions with a Greek City battlefield.
• Improved AI interactions with the walls in Hecatompylos (small) battle map.
• Adjusted deployment zones in Greek Port (Antioch) map, to stop the defender from being able to deploy outside of the city.
• Fixed a bug in the Antioch (large) battle map, that made traversable areas of the map untraversable to units.
• Adjusted deployment zones in Carthago city map to stop the defender from being able to deploy outside of the city.
• In Multiplayer, spectators can now see both the attackers and defenders units regardless of whether they’re within line of sight (both in the battle itself and on the battle radar.)
• Improvement for the timing in when pike men switch between pikes and swords during combat.
• Re-jigged pike attacks slightly so that they don’t end when the enemy run away, but instead, re-intercept.
• Fixed bug in Ambush visibility which made unleashing war dogs invisible while the handler unit is hidden, causing the dogs not to be seen by the enemy.
• Fixed certain capture points that were not assigned to the correct buildings in various siege maps
• Smoothed out the deployment zones across all siege maps.
• Fixed disembarking points in minor Barbarian port battle map, allowing units to disembark from ships correctly.
• A wall piece that is partially underground in the small Barbarian City battle map has now been made to be un-dockable for siege equipment.
• Fixed the collision on some large rocks in the Carthage battle map to prevent units from passing through them.

Balancing Changes

Campaign
• Barbarians and Easterners can now also build military ports in minor settlements.
• Increased campaign cap for the limited naval units, so more of them can be recruited.

Battle
• Added new missile block chance for shields, and some new shield types added to enable better balancing.
• Adjustments made to the Carthage chapter 6 difficulty.
• Rebalanced the ranged damage effects for the Numidian Technology Tree.

Usability Improvements

Campaign
• Agent success changes now reflects the fact that some actions (for example Assasination) require critical success to eliminate the character. A tooltip has been added to showing the sucees/failure precentage breakdown.
• Fixed a bug in Multiplayer Campaign mode, where the player couldn’t move their camera on the campaign map after spectating in another players’ battle, if the player had the Overview Map opened before the battle.
• Added faction icons to attitude / factors tooltip in Diplomacy to make it clearer whose relationship is being shown.
• Added message events when a satrapy declares war on its overlord in Campaign modes.
• Fix for Legendary difficulty auto-save occurring before dilemmas are decided in Campaign mode.
• Fixed the cancel vassal diplomatic action which was not working correctly.
• Fix for menus “sticking” when moving the mouse from a submenu button to the Encyclopaedia.
• Fixed a number of formatting issues in the Multiplayer Campaign faction list user interface.
• Durations are now displayed on effects in regions / factions where applicable.
• Added experience and bonus icons to queued unit cards, so they are more consistent with recruitment and recruited units.
• Fixed hull upgrade bonus icon not showing on recruitment cards.
• When ordering an agent to perform an action against the enemy, if the player left clicks and holds on one of the action boxes, and then moves the cursor the action box will no longer disappear.
• In Campaign modes, if the keyboard shortcut to end the turn is replaced by any other key, other than then default [ENTER], the new key will now end turn as expected.
• Passive abilities are now coloured differently on the Unit Info Panel in Campaign modes to make them clearer.
• Fixed duplicate faction icons appearing in Diplomacy, when war declared with satrapies.
• Solved an issue that prevented the settlement looting panel from appearing, when Campaign Overview / Tactical Map was open.
• The Forces tab in Campaign modes is now refreshed / updated faster in response to different actions taking place.
• When returning to the campaign from a battle, besieging army’s action points bar no longer doubles in length and extends beyond it’s limit.
• When an ally attacks a provincial capital in coop Campaign the other player will no longer be able to add and subtract siege equipment to the construction list during battle deployment.
• Removed spaces between building upgrade icons in the Building Information panel to avoid info panel flickering in Campaign modes.
• Improved the yellow selection highlighting on selected factions in the Campaign Faction Selection screen.
• Added the option to delete key configuration files form the load key configuration dialog in the settings menu.
• The “Battle Realism Mode” checkbox now greys out correctly when Legendary difficulty is selected in Campaign mode.
• Consecrated Ground buildings in Campaign now show which culture they belongs to.
• The “No Equipment Available” message on the pre-battle user interface in Campaign Mode is no longer displayed, if the player is the defender in a siege assault.
• Added functionality to post-battle espionage icon so user can now see details about the conquered settlement.
• Added missing tooltips to character skills on faction screen.
• Fixes to the Campaign user interface to make objectives status text fit correctly within the available space.
• When on the Campaign Map, if an Agent has no more action points and tries to perform an action on an enemy settlement, that action will become queued. If on the next turn the player captures that settlement that, upon ending turn the agent will no longer play the animation for the action on that now owned settlement.
• When building Construction is paused in Campaign modes, a pause icon is now displayed to represent this.
• Additional army names added for Germanic, Nomadic, Greek, Pontic, and Gaulish factions for more variety.
• Fixed issue in the Prologue Campaign where the player couldn’t declare war on the Greek States via move options and had to do it via diplomacy.
• There is now a chance for Campaign characters to spawn with a wife in their household.
• In Campaign, when selecting an opponent’s settlement, then hovering the mouse over buildings in an owned settlement in the same province, the building information panel is now correctly displayed instead of being hidden.
• Added an arrow icons to the Public Order entry in province dropdown, to indicate when Public Order is going up or down.
• Solved issue that prevented the settlement button from being updated, when the province details panel is shown in the Campaign user interface.
• The Conversion option is no longer displayed when the building is damaged on the Campaign map.
• Fixed irrelevant attrition immunities being shown for ships in campaign on the Unit Info panel.
• Remove misleading tooltips from unit cards in the unit exchange panel if they cannot be exchanged in Campaign modes.
• Female character portrait / heads are shown when a “Subject Gains Notoriety” event occurs in Campaign, and the event involves a female character (e.g. the Vicious Words event).
• Fixed a bug, where some Campaign Event Messages were automatically marked as read.
• Dragging the mouse from a province owned by a certain faction, for instance Rhodes, into a sea region which they do not use, will no longer display their faction icon next to the contested status for the sea region.
• Fixed un-openable event messages which sometimes appeared in Campaign modes.
• Successful bribe attempt now shows correct family name on the message.
• Mission event titles are now consistent between event messages and the event message list panel.
• The correct cursor icon is now displayed when an Army at sea is selected and order to attack a garrisoned army in a port settlement.
• The “opportune failure” part of agent action event messages will now only display for the faction that the agent belongs to.
• After progressing through the Prologue from Chapter 1 to Chapter 3, exiting out of Chapter 3 at the start will no longer cause Chapter 3 to appear locked on the main menu.
• Character Rank Up events now display the Character Type and new rank.
• Fixed the window size of the games Launcher in certain desktop resolutions.
• Fixed bug where placing the mouse over areas of attrition on the campaign map, would make the tooltip look like the area was an enemy.
• Tooltips don’t show ambush chance for fleets anymore.
• Fixed tooltip height, when tooltips don’t have any text in them.
• Tooltip on Campaign map no longer stops showing ambush chance when placing the mouse over an attrition area.
• Fix for number of available units is not displaying on mercenary recruitment cards.
• Fixed an inconsistency with Silanus’ name between Prologue Chapters. Throughout Prologue 2, Silanus was identified as ‘Gaius Fulvius Silanus’. However during Prologue 3, he was identified as ‘Gaius Silanus’.
• Various minor text fixes in Campaign mode.
• When the player doesn’t have enough money to perform an agent action, and orders an agent to perform a certain action on an enemy, the list of options to perform will now be greyed out immediately, instead of only when the cursor is moved over the options.
• Fix for incorrect hyperlink in the faction panel and incorrect tooltip on damaged buildings.

Battle
• Added unit numbers to Unit Cards. These can now be enabled in battle interface options (“Unit Card Man Count” check box).
• Added option to game settings menu to enable/disable aide de camp (Battlefield Advisor), so the player can now disable this panel from ever appearing.
• Naval units are now grouped together depending on their unit type more often in deployment. This prevents them from colliding into each other so much at the start of a battle with large armies and large varieties of ships.
• Fixing for invisible elephants making it appear like elephant riders were floating in the air during battles.
• Fixed issue where dragging out units on the battlefield could get stuck on screen after deselecting the unit.
• Chat toggle button is no longer greyed out in frontend when players set their state to “Ready” in a Multiplayer Battle or Campaign lobby.
• Updated the Carthago radar image to better represent the terrain in the battle.
• In a Multiplayer Lobby, when a team leader with one AI army on their team switches to the other side, the players Steam avatar no longer remains attached to AI army.
• Fixed checkbox for “Battle Realism Mode”, so it’s no longer greyed out and un-ticked when the player has just quit a Legendary difficulty Campaign.
• Fix for “Unit Size” option being reset to last saved setting when going hosting multiplayer battles.
• Fixed the “Select All” functionality in battle setup screen ([CTRL]+[A] keyboard shortcut)
• Various fixes for the Change Team button being in incorrect state in the battle setup menu.
• The Battle HUD with double line Unit Cards will shrink to single line as units are removed.
• The Spectator slot in a Multiplayer Lobby can be taken out of team 2 now if there is space there, and not on team 1.
• Updated buildings on the radar map during battle for the “Armavir” battle map.
• Improved boarding user interface in battles.
• Added some user interface to remind player to use deployables during deployment, when they still have deployables un-deployed.
• Reduced chance of siege towers moving away and leaving men behind if the user clicks to drop equipment, and orders it to be re-manned as troops are disembarking.
• Added tooltips for ability effect icons on Unit Banners in battle, and made these icons larger.
• Fixed transport ship icons not disappearing from their Unit Cards once the units disembarks
• Fixed a large number of floating objects and clipping issues across a variety of siege maps.
• Fixed floating buildings and battlefield props in an Egyptian Port battlefield.
• Visually improved Greek Port battle map.
• Removed some rocks from a port in the Antioch battle map to prevent ships passing through them when disembarking.
• Changes made to the disembarkation areas in the large Carthago battle map to prevent ships from passing through the naval port buildings.
• Adjusted beach landing / disembarkation areas in the Athenia battle map, to prevent ships going too far onto the land.
• Adjusted beach landing / disembarkation areas in the Greek minor port battle map, to prevent ships going too far onto the land.

Known Issues
• Changing the game’s Texture Quality option during a campaign or a battle may cause the terrain to appear black. This can be avoided by changing this option with the Game Settings in the main menu, and will usually stop happening after starting the next battle or re-loading your campaign. This will be hotfixed in the near future.
• The Mod Manager is currently only partially localised, so most compatible with English. We aim to localise this fully in the near future.

Here are the patch notes for Total War: ROME II- Patch 4 (version #7573.461942):

Technical and Performance Issues
•Further optimisation to Campaign path finding.
•Improved the performance of selecting units.
•Incremental performance improvements, reduced CPU bottleneck in a number of scenarios – further improvements pending in future patch.
•Fixed crashes occurring when entering battles, declaring war, and ending turn after changing the unit size in the advanced graphics options menu in Campaign modes.
•Fixed crash when placing deployables with a single click in invalid locations on the battlefield.
•Fixed rare crash in battles when unit banners were moving slowly due to low frame rates.
•Fixed an indefinite hang, when attacking Egyptian rebel army across the Nile in Campaign mode.
•Fixed crash in the ambush controller caused by incorrectly assuming that an ambush battle was being loaded, when loading into a multiplayer land battle.
•Fixed crash occurs during AI turn cycle, after changing the unit size options while in Campaign mode.
•Fix for major performance issue caused by reinforcing naval units in certain circumstances.
•The Campaign game will no longer crash when selecting the “Province Details” panel after selecting “Raise Forces”.
•Fix for crash due to transport ships erroneously being able to select shot types.
•Fixed Campaign lock up when a rank 2 or higher General dies, after selecting a replacement with the “Duty Calls” event, then selecting any other open event, and then attempting to open Diplomacy.
•Fixed a crash when rapidly clicking the fire button on the Polybolos unit in Frist Person mode.
•Fixed rare crash when selecting an active mission in the Objectives panel in Campaign modes.
•Fixed a rare crashing bug in the campaign when selecting units.
•Improved performance of drag-outs and holding space to show unit proxies, by no longer render ghosts for men and mounts, as they were too expensive to render. Artillery, ships and vehicles still have ghosts rendered.
•Fix rare crash when AI initiated diplomacy with the player.
•Improved stability when moving between the Campaign game and front end.

Gameplay Improvements
•Improved AI construction logic. It now constructs more military buildings.
•Improved AI army compositions & unit quality. The AI uses better units and slightly less ranged units.
•AI research is more military focused at the start of the campaign.
•Slightly reduced the settlement defensive bonuses for the auto-resolver.
•Increased the willingness of the AI signing trade agreements and defensive alliance.
•The AI is now much more careful with constructing buildings that consume food or increase squalor. This has improved the AI’s ability to fight food shortage problems.
•Added more restrictions on the AI running too often making them exhausted by the time they reach their opponents.
•Improvements to the AI defensive ambush behaviour.
•AI now have improved ability to place its forces appropriately to deal with simultaneous front and side attacks. This involves angling and bifurcation of its *line with appropriate units to deal with the players use of flanking or harassing forces.
•Fixed a bug where sometimes AI factions wouldn’t generate a stance towards the player at the start of a Campaign, meaning they started the Campaign neutral to the players faction, and sometimes ask for peace immediately.
•When generating armies, the AI is now more likely to choose elite units when they have the funds to do so.
•Improved AI use of Pikemen in battles.
•Fixed terrain height melee bonuses, so attackers on higher ground have an advantage.
•Fixed problem with slinger units being overpowered as their shots could hit multiple units and made balancing adjustments to other projectile types .
•Fixed pike phalanx single-click and double-click attack behaviour. They will now try to maintain proper distance from targeted unit instead of running into them.
•Made it much harder for enemy infantry units to move/push through a pike phalanx.
•Fixing bug where the AI will not know what do if river edge hint lines are present in a map without crossing hint lines. Also improving AI use of phalanx formation in river defence.
•Increased chance of AI making alliances in diplomacy.
•Flaming projectiles are now set as default for naval artillery when available.
•Slightly increased the effects of diplomatic events on relations with third party factions, and the AI remembers diplomatic events for a longer period of time.
•Difficulty can no longer be changed from the in-campaign game settings whist in a Campaign on Legendary difficulty.
•Deployed agents on the campaign map, no longer reset back to being un-deployed when they level up.
•Fix for missile troops sometimes firing in a “perfect” formation, rather than appearing natural and offset.
•Diplomacy improvements – Factions attitudes towards each other are now mapped with colours on the map on the diplomacy screen. When your faction is selected, it shows other factions attitudes to you, and when other faction selected, shows their attitudes to other factions. Also, the factors tooltip now works between two non-player factions by selecting a non-player faction and moussing over another faction.
•In Multiplayer battles, if the last remaining player in an alliance has a network timeout disconnection, the game will now be a draw.
•Fix for units pursuing enemies when reacting to melee (not for direct orders). *Units will no longer pursue enemies when reacting to melee.
•Fix for bug where units pursuing a routing unit could stop pursuing when the unit rallied even though they were still not in contact with the target.
•Made individual cavalry units breaking out of combat more easily, to reduce units getting stuck in brawls.
•Allied armies in siege battles now use separate default deployment lines so they don’t deploy crammed into the same area.
•Reduced qualifying trait list for various “Mad” traits (such as “Not quite right” or “Unhinged”) for generals in campaign modes.
•When a port is garrisoned in a port settlement, it is now possible to recruit units to the fleet.
•Units are now automatically assigned to siege equipment in deployment.
•If an AI faction offers an alliance to the player, it is no longer possible to offer satrapy status and have both active offers at the same time.
•Fixed the firing arch for African elephant units.
•The Loose formation button has been added for certain units in battle.
•Teutoburg Forest historic battle is now more tolerant to the general or other Roman forces wandering off the beaten track.
•The cap on Mounted Artillery pieces is now set at 6 per team / alliance instead of 6 per army.
•When a host decides to make changes to the game setup (e.g. add new player slots) in a multiplayer lobby, these changes are now more accurately displayed to the clients in the lobby.
•In Multiplayer Campaign mode, the “Show AI player moves” option is now reflected correctly for the client.
•Multiplayer Ambush battles can no longer be started with 2v2 (or greater) numbers of players. This battle type is now limited to 1v1 as intended.
•Whilst in a Campaign as Egypt, the “Defender of Alexandria” mission now requires the correct target to be completed.
•Various fixes for men being unable to disembark from ships in battles.
•Improved the visual arch of torches that can be thrown to burn down gates in battles. The distance / range that the torches travel was not changed, just the way they travel through the air is now more realistic.
•Cinematic camera view in battles now works better with siege vehicles.
•Disabled damage from rolling flammable projectiles that have landed on the ground (This does not include fireball deployables)

Balancing Changes
•Re-balancing for Transport ships.
•Enemies routing now have double the morale impact.
•The Form Square unit ability now gives a small increase to morale and a bracing bonus in battles.
•Re-balancing for the damage rate of fire on burning buildings and gates.
•The Charge timeout tolerance has been reduced so heavy units aren’t so good at chasing down skirmishers.
•Further reductions to Casualty morale penalties at lower levels.
•Flanking and rear charge morale penalties have been increased.
•Increase morale penalty for general death/fleeing.
•Increased effect of rear attack in melee.
•Reduced melee defence stats for most units, and increased shield melee defence values to even out the differences between units.
•Melee attack reduced slightly for most units.
•Increased melee defence for all shock cavalry units.
•Tweaked balancing of Hoplite units.
•Fix for Silver Shield Pikemen using wrong shield type.

Usability Improvements
•Players can now customise the emblem on their Generals and Admirals banners. 32 new emblems have been added. When you select a General or Admiral on the Campaign map, and click the “Details” button, players can select a new emblem via a new user interface.
•Switching graphics quality will no longer reset changes made to the “run in window” checkbox.
•Fixed issue in Multiplayer Campaign diplomacy, where both players had control over the accept/cancel buttons at same time, so they could (for example) spam the send offer button to result in multiple trade agreements with same player.
•Fixed user interface exploit which allowed the players in battles in Legendary difficulty, to pause battles and still issue orders to their units.
•The Maintain blockade button no longer appears on the pre-battle screen after attacking an enemy army and clicking fight battle.
•In Campaign modes, if an army is embarked on a navy and in a port (e.g. by capturing a port settlement with an army/navy) it is now easier to get that army out of the water and into the garrison.
•Fixed issue where if the player declared war several times successively in diplomacy in Campaign modes, some of the text on the declare war panel would go missing.
•”Army Destroyed” event message now displays the name of the army instead of the name of the general.
•The “Food Shortage” event message no longer contains a list of provinces affected. This can still be reviewed in the Provinces panel.
•Improved “Culture Details” interface when the mouse is placed over the “Culture” icon on a “Province Details” panel in Campaign modes.
•Added event message for when units defect during a civil war in Campaign modes.
•Rank up event message now contains the new rank for both characters and armies in Campaign modes.
•Slowed down scrolling with the mouse wheel on the Province tab in Campaign modes, as it was too fast.
•Prologue chapters are now unlocked as soon as the player plays them.
•Improved the progress bar above ships in battles when they are boarding each other.
•Fixed strength bar not being setup in negotiation screen of Diplomacy.
•The Banner emblems have been removed from the top of barbarian unit banners to make it easier to distinguish Generals and Admirals.
•The Cruel agent trait now has a positive icon instead of a negative one, as it has a positive effect.
•Improved responsiveness of the Technology panel user interface in Campaign modes.
•In Chat, remembered chat rooms are no longer re-created when they are not found. This is to fix the issue of lots of chat rooms being created, that only contain 1 person.
•There is now a faction flag for each alliance involved in battle on the loading screen when loading into a battle.
•Saving keyboard setups with characters such as “&, <, >,” or ‘ ” in the name is now supported.
•When attacking a door of a fort with a battering ram, the per cent of damage will now reach 100% when the door to opens, instead of 20%.
•The list of save games in the Save / Load menu now loads faster, and prevent the player from over-writing files with the same name by prompting them when this is about to occur.
•Fixed issue when giving a double click move/attack order to a unit while dragging units into formation at the same time, which caused the drag-outs to get stuck to the cursor.
•Fix for a bug in the “Cloud” tab of the save menu. When closing the menu and re-opening it, the “Cloud” tab was selected, but the cloud saves weren’t listed.
•Fix for a bug that allowed the player to use the “ping” function (which draws yellow arrows on the campaign map, when the player presses the [F5] key) in *Single Player Campaign, so it now only works in Multiplayer Campaign as intended.
•When there is a civil war during a Carthage campaign game, the emerging Adirim Loyalists’ faction icon is now sown next to the settlement names of settlements owned by Adirim Loyalists, instead of the original Carthage faction icon.
•Fixed various missing texture issues on unit banners in battles for reinforcements, disembarking ships, and when flags were turned off and then turned on.
•The group morale frames on Unit Banners are coloured same as ungrouped units in battles.
•The “Attacker Direction” dropdown list has been hidden instead of greyed out in the Battle Setup screens for Custom and Multiplayer battles, when not applicable, to avoid confusion.
•Trample abilities effects on fatigue are now clearer in battles.
•In the Custom Battle setup screen, the Mare Ibericum battle map no longer remains selected when the player selects another map.
•The portrait of the selected character on the Character Details screen in Campaign modes no longer overlaps frame around the portrait.
•Fixed for land unit style category icons and tooltips sometimes being shown on ship unit banners during battles.
•Fixed subtitles on some tutorial videos in the Encyclopaedia.
•Fixed a bug where destroying one slave army would kill / make all the other slave armies disappear.
•Unit cards now scale horizontally to a certain limit, to reduce the likelihood of requiring double row of cards, which takes up quite a lot of space on the screen.
•The “Active Missions” button in the objectives panel now highlights correctly when selected.
•The description text for the second objective (“White India”) of the fifth historical chapter (“Excelsior”) of the Parthia faction now fits correctly in the text box in the Objectives panel.
•If the player uses the encyclopaedia shortcut while scrolling a menu, the scroll bar button will no longer appear on top (overlap) the encyclopaedia page.
•Experience levelling up effects on banners are no longer displayed when banners themselves are hidden, e.g. in Cinematic Camera view in Battles.
•The “Roma Captured” video now plays when Rome is captured on the Campaign map, when the player choses to loot or raze Roma.
•Fixed bug when making an Offer / Demand in diplomacy that would stop the diplomats mouth from moving as they spoke.
•Players can no longer select the Greek faction in Multiplayer Campaign mode with the arrow keys, when they don’t own the Greek States Culture Pack DLC, which led to both players being returned to the main menu when loading the campaign.
•Having the “Add Offer/ Demand” window open in diplomacy, while breaking a treaty will no longer cause the “Add Offer/ Demand” window to remain visible.
•Players can now load a fleet or army on coastal and port assault battles, instead of only fleets.
•Fix for Socii units missing variations in battles.
•Added greaves to Carthaginian Hoplites units in battles.
•Fix for Chosen Spear and Sword band missing helmet variation in battles.
•Event messages that open automatically will now correctly open in order, one by one.
•Pressing the “Cancel” button when changing the “Push to Talk” key in the Voice Chat Settings menu now works as expected.
•Fixed issue where double clicking on a map in the map list in the Battle Setup screens (in Custom Battle and Multiplayer Battle modes) would make that map always remain highlighted as if it was selected.
•The icon for glassware is now visible on the Hieron Ton Megalon Theon’s building card.
•Better consistency between the attributes that are displayed on the recruitment user interface for Generals and the attributes of the General once recruited.
•Fixed tool tip on notification icon that appears on the “Details” button when units are available to upgrade.
•When entering the diplomacy screen for the first time in Campaign modes, the accompanying speech now matches the text displayed.
•Promotion level is now displayed on the Faction Summary and Faction Details *Panel in Campaign modes when a character is selected.
•Placeholder text no longer displays on the pre-battle user interface for one player, when a rebel army attacks the other player in Multiplayer Campaign mode.
•Pressing the Escape key while pacing the mouse over a construction options in the Settlement Details panel no longer leaves the construction options open while closing the Settlement Detail panel.
•Increased Cataphract armour, and strong version added for Royal Cataphracts units.
•Changed armour for Eastern Noble Horse Archers to Cataphracts.
•Fix for incorrect colouring of battle list entries.
•Clicking on the “zoom to location” button on event messages will now always take you to the correct location.
•Added in missing standard bearers to Spartan and Carthaginian infantry units.
•When an agent is with an army that is accompanying a fleet, separating the agent from the army now updates the user interface correctly, so that the agent no longer appears like it’s with the army.
•Fixed missing text on the “Accept” button when offering diplomacy to another faction in Campaign modes.
•Fixed the arrows buttons functionality on various scrollbars in the Campaign user interface.
•When viewing the total number of army units listed in a merged fleet, in the top left corner of the unit panel in campaign modes, it now correctly shows the number of units instead of incorrectly displaying the fleet total.
•When a unit gains a rank during or after a battle in Campaign modes, there is now a “level-up” animation to highlight this.
•The red left and right arrows on either side of the settlement name in the left hand side of the screen when a settlement is selected on the campaign map, now toggle between settlements more effectively.
•When the Rhodes region is captured on the Campaign map, and under player control, viewing the Tactical Map will now colour the region correctly.
•The arrow to sort by Food Production in the Province panel in Campaign modes now sorts correctly.
•Fixed multiple issues surrounding certain events being fired at the same time as winning the game.
•The movie player for Campaign movies will now correctly re-initialise its full screen state between queued movies.
•Switching between different forces on the Campaign map, while in the Details panel is open, will now update the stance button, so the changing the stance with this button will now set the stance for the currently selected force.
•When looking for an online multiplayer battle, the list of games available are in the Battle List window can now be scrolled with the mouse wheel.
•When exiting negotiations with faction in the Diplomacy panel, that faction now stays selected in faction list so the player doesn’t have to scroll down the whole list each time.
•When placing the mouse over buildings that can be converted in a settlement in Campaign modes, the mouse now highlights the upgrades correctly.
•Fixed the sort by diplomatic status button in the “Known Factions” list in the diplomacy panel in Campaign Modes.
•In Multiplayer Campaign, when one player declares war on a faction and confirms this, the “Call your Allies to help!” checkbox is now hidden, as changing it after this point didn’t do anything.
•While choosing an agent action in Campaign modes, the player can now see the current treasury status of the agent in the agent action panel.
•During all Quick Battle multiplayer games, when any player enters the deployment screen they are no longer shown as Rome for a couple of seconds while the game is set up.
•Fixed reinforcing armies unit banners sometimes appearing darker and missing their outlines on the battlefield.
•Unit banners will no longer appear black when turning on unit flags in a battle after turning them off in the campaign map.
•The expanded tooltip for client state in diplomacy now no longer always displays 0.
•Fixed tooltips for incident event effects in Campaign modes.
•Arrow keys can no longer be used to move artillery weapons in First Person mode, as this was not an intended feature.
•Fixed incomes from client states and satrapies not being shown correctly in diplomacy.
•Improved menu response to use of double-clicks when using the “Controls” menu under

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