Version 1.0.1.0
improved Aslan fight
added more space between the opponents of the race
improved ai meshes in town center of Rome
tweak to senate scene
the battle of bedriacum can now properly be ended if player neither allies with poppaea nor antonia
set campaign typ to story if main story quest is active to avoid possible issues
fix some possible dialogue issues
fix a possible division by zero in npc decision checklist script
Snow logic on scene follows now worldmap rule
removed unecessary condition for "show love to spouse"
all cognomens should be now properly displayed
debts to lord are cleared if killing lord
conspiracy leader is set properly for new conspiracies
fix a camera issue with sea travelling
add amount flag to certain items for delivery quest
Version 1.0.0.9
standardized building culrue determination logic
typos
remove goys as possible candidates on player province handover
land can be now bought also by greeks, syrians, arabs and egyptians
maximum right to rule of 30 for non-faction leader
generic slaves for slave trader
Version 1.0.0.8
Adjusted colors
Adjusted some presentations spacing
invalid item modifier
properly unassign legion or auxiliary unit
end feast if you make adult things with a lady
Version 1.0.0.7
Fix mercenaries not refreshing
improved Ai meshes in domus Augusti scene
Updated Salona interiors
Add condition to exclude dead characters from household feast
You can choose between treasuries or personal wealth for treasury truce payments
Add marital status display
Make legendary heroes immune to poison arrows
Update slave descriptions and fix a bug
Fix troops not beeing recruitable if no mercs are aviable even if they dont need mercs
Version 1.0.0.6
The Grand Tour of Hellas:
-fail quest if player is defeated in battle with Nero in party
-Fix issue with Poppaea romance
-Fix issue with Nero not resting in Dyrachium
Typos
Updated skills of Sarmato-Dacian noble foot-archer
Added equipment to Cartimandua if player plays as her in royal sandbox
Removed decline of attributes without notification
Added additional condition to conversation encouter to check for valid party id
Tweaked wind effects a bit
Time passes faster in baths and gives more health bonus
Version 1.0.0.5
A small hotfix update for little annoyances. Can be copy and pasted and is savegame compatible
Dress selection during Roman feasts
The mesh for white skin coloured ladies is black-skin coloured for the nubian dresses
wrong menu for the Saka capital
Version missmatch (but that is not much an issue)
No health message if no health was changed
Version 1.0.0.4
Main Story:
Player must complete the start-merchant quests (done)
Player is captured and killed if relation with Nero drops below -75 (see player_treason) (done)
Restrict player opportunities if not following the story:
Restrict marriage (player would marry Antonia or Poppaea or be free after becoming Emperor)
Restrict player joining other factions (as mercenary or lord)
Quests for Otho, Vitellius, etc. (done)
Vitellius (done)
Otho (done)
Vespasian (done)
Galba (done)
After-quest talk with Antonia (done)
Praetorians:
If player sides with Vespasian > no praetorians (done)
Praetorians will side with the other civil war faction (done)
If player sides with others, he must get praetorians via the usual quest line; demanded money is paid by the other GOY (done)
Final meeting with Antonia and others at Alexander’s tomb (done)
Scene done
Confrontation dialogue with Kaeso (done) (kaeso_player_knows_6)
Dialogue with Antonia if player joined Vespasian (done) (antonia_meeting_before_alexandria)
Final meeting dialogue (done)
Start of the civil war
Always (independent of GOY):
Poppaea final event where player may promise to make her Augusta
If player sides with Vespasian:
Nero is already “killed”; rumors that Nero is hiding in Greece
Year of Four proceeds:
Galba declared Emperor (event done)
Galba killed by Otho (event done)
Otho killed by Vitellius (event done)
Vitellius defeated by player in battle:
Fleet cutscene (done)
Dialogue cutscene (done)
Battle (done)
Enter Rome as victor:
Decision to side with Antonia (done)
Decision to kill or banish Poppaea (done)
Decision to side with Poppaea (done)
Player stabbed by Antonia if low relation (done)
Script to change faction leader and banner for Rome (usurp_faction) (done)
Activate player faction before revolt starts (done)
Add Antonia as kingdom lady and make her prime minister once player declared Emperor (done)
Change dialogues for Antonia as minister (done)
Disable option to change her as minister (done)
Consequences:
If player has legion > switch to player faction; new legate assigned
If player has auxiliary unit > switch to player faction; new tribune assigned
If player has province > switch to player faction; new governor assigned
Special AI behavior:
Party AI:
Vespasian waits in Alexandria to prepare attack on Italy (done)
Lords gather at Alexandria when the day of action approaches (done)
Lords of Vitellius gather in Rome (done)
Danube legion that will rebel gathers in Mediolanum (done)
Diplomatic AI:
Restrict Armenia/Parthia declaring war on Roman civil war factions (done)
Civil war factions try to make peace with others (done)
Civil war factions do not declare war with others (done)
No provocations between civil war factions (done)
Player can search for Nero and have a final conversation
Meanwhile, Poppaea survives; player may decide her fate:
Antonia demands to kill her; player can persuade to banish her
If banished, Poppaea will be assassinated by Antonia
Special dialogues with Antonia and Poppaea about events/flavor
If player sides with the other GOY (Otho or Vitellius):
Final dialogue with Nero, Poppaea, Tigellinus, Antonia, and GOY
Player decides their fate:
Tigellinus always dies
Nero banned or dies
Poppaea either killed or banished
If banished and Antonia alive > Poppaea assassinated
Player can stab Antonia after the event (same outcome as Player gets stabbed)
Player can side with Poppaea
Player gets stabbed by Antonia after the event
If Antonia does not stab player, GOY will stab
Afterwards, the remaining GOY declares himself Emperor in the North and rallies the Rhine legions
Player must fight the First Battle of Bedriacum:
Either Antonia or Poppaea holds a speech, or none
If player sided with Antonia or Poppaea, they appear after the battle
Civil War:
Player gets a timer to prepare for the final battle (Battle of Bedriacum)
General:
During civil war, Romans switch faction if their faction has no town or castle
Civil war leaders commit suicide if their faction is defeated
Romans can switch factions of the same culture (only between civil war factions)
Ensure civil war factions are constantly at war with each other
Civil war factions will not declare new wars
Civil war factions will not join allies, but rather drop them
If all civil war factions are defeated, event ends the civil war and all Romans switch to the winner faction
Troops of civil war Emperors:
If Rome conquered > custos corporis and gladiators
Else:
Vespasian: Arab and Egyptian mercs
Otho: Germanic mercs
Vitellius: Gladiators and Cretan mercs
Galba: Hispanic mercs
If a civil war faction captures a settlement of a province with a governor from another Roman faction, no governor is appointed
Governorships of senatorial provinces do not expire
Nero, Poppaea, Otho, Vitellius, Vespasian, or Galba are unkillable during main story (if captured)
If player is not involved in civil war at all, Rome splits between Otho, Vitellius, Vespasian, or Galba anyway
Once the civil war starts, the Batavi can revolt in Germania Inferior (if under Roman control; else revolt when it becomes Roman)
Summary of Other Changes:
Optional Font:
In Optional/, a new optional font by Lanjane
Sandbox Campaign Option:
Royal sandbox: start as faction leader
Lordly sandbox: start as lord of a faction
Normal sandbox: start as a slave, commoner, or lesser noble
Story-related quests are disabled in this mode (see handbook)
Government:
Imperial and feudal government types
Assignment of governors/legion HQs, lord changes:
If a province is captured without a governor, a new one must be assigned
Only one governor per province
Election by Emperor or Senate
Relationship change with Emperor based on province prestige and lord personality
Minister presentation to assign governors (with world map view)
Governorship of senatorial provinces is time-dependent; once expired, Senate appoints a new one
Improved Reporting:
Overhauled report screen adds:
Player wounds/scars report
Number of enemy killed/wounded
Colors and larger font for readability
No party info here; morale and party size moved to camp menu
Empire report info included at faction notes page
Camp menu overhauled to include all necessary party information
New battle presentation replacing the menu
Military:
Refactored customizable troop feature:
New weapon selection
Legions can change banner shown on world map
Custom retinues for non-Romans
Legion management via military advisor:
Disbanding legion also disbands attached auxiliary cohorts
Show attached auxiliary cohorts and change their commanders
Imperial government: wages of legions and auxiliary are paid from imperial treasury
Cohort management screen for towns/castles; player can donate and withdraw cohorts
Towns have townwatch paid by the town (first 4 cohorts); otherwise town lord pays upkeep
Add mercenary retinues
For non-Romans, max number of regiments depends on centralization
For non-Romans there are 3 regiment types: levies, lordly retinue, royal retinue
Player hires military units (cohorts); units can be refreshed; number of cohorts depends on rank
If player has a military rank:
Recruit from the legion he commands
Recruit from the auxiliary unit he commands
No upkeep costs (paid by Roman treasury)
If player is governor:
Found own legion and auxiliary troops
Units need a commander (companion)
Raising a legion causes relationship loss with the Emperor
If relations with Emperor are low, player pays upkeep of his legion and auxiliary
Economy:
Slave skills influence work efficiency; some better for mining/agriculture
Max number of latifundia and workshops limited by household slaves and their skills
Efficiency of construction/administration influenced by household slaves
Household corruption represents slaves stealing from player
Latifundia purchasable by any culture if village culture matches player
Latifundia purchasable in deserts unless player is Germanic, Caledonian, Dacian, Bretonic, Sarmatian
Corruption (if faction leader):
Minister trade skill impacts performance
Low-skill minister complains about workload (done)
Low-relation minister steals money; steal amount scales with trade skill and relation
Higher trade skill + higher relation > higher taxes, lower waste
Poppaea is a terrible minister; Antonia is good
Corruption (if not Emperor/not faction leader):
With honorary title or office (governor, legate) you may be accused of corruption
Procurators may ask for bribes; bribing can ...
Politics:
Diplomacy policies:
Aristocracy impacts town wealth and base income of lords (higher aristocracy > higher base income, lower town wealth)
Troop quality:
Better quality > higher probability of improved weapons; higher wages
Lower quality > worse weapons
Influence:
Exchange influence for Senate support
Capturing enemy lords grants influence
Winning battles grants some influence; sieges grant more
Ask lords for money in exchange for influence (quest or immediate)
Offer lords money in exchange for influence (quest or immediate)
Doing quests for lords grants influence
Gain influence via lover (no cost; probability to fail depends on requested amount)
Roman service:
Invitation to join campaign only if military rank
Player can leave service anytime; rank restored; can rejoin via Nero
Without governorship/rank, player is a Roman noble and can receive offers or join as high-rank officer
Becoming a noble: rise through low ranks or gain renown/wealth; then offers become available
Marshal election changed:
Faction leaders decide; ordered by relation, controversy, renown, party size
If Roman marshal elected, he gets consul title
Remove dialogue about marshal election from normal lords; only kings keep it
Remove dialogue about fief selection
If player conquers a fief:
Decide to give it to existing governor or loot it
If no governor: player can appoint (if imperial province) or postpone; cannot appoint in senate provinces
Minister dialogue to assign fiefs only for non-imperial player factions
Imperial player faction has province management menu
Assignment of lords for empty centers done weekly:
If imperial > switch to governor if exists; else appoint new based on relation with Emperor (imperial provinces)
Relationship penalty/bonus based on province type and culture
If non-imperial > AI chooses based on rules
Governorship of senatorial provinces expires after 1 year; new elected randomly
Player Emperor can make any province senatorial
Governorship of imperial provinces persists until Emperor changes
Lords of non-Roman factions rule over castles/towns + villages (like Bannerlord)
Faction notes screen cleaned up
Usurp province quest makes player governor of that province
Removed “lords can spawn without centers” option
Added notification menu for appointed provinces with options to use influence/Senate support to change outcome
Senate support and influence displayed in reports menu
Legion HQ relocation: if HQ captured, moves to closest walled center without a legion HQ
If a province is entirely captured, governor loses governorship
Certain auxiliary units attached to legions
New presentation for legion assignment:
Select legate from companions/lords without office
Select legion HQ on world map
Disband a legion
Raise a disbanded legion
Spend influence to:
Gain honorary title
Gain marshalship
Gain quick money
Change governors
Change legates
Piety:
Roman festivals:
Ludi Romani (September)
Saturnalia (December)
Player should perform sacrifices during these festivals
Sacrifices: base cost + fraction of player’s wealth (last weekly income + money in deposits, loans, treasury, personal wealth)
Piety changes by:
Making sacrifices
Hosting games
Winning divine challenges
Winning Olympics (uses Jupiter/Zeus as deity)
Building temples in latifundia or settlements
Raiding holy sites lowers piety (halved if player has different culture)
Sacrifices to disliked gods reduce piety
Switching to a god disliked by faction reduces piety
Dionysus events cause massive piety drop
1 piety per 5 cattle sacrificed
Effects of piety:
Low piety: lose renown; lose relation with lords
Piety decreases over time
Losing piety hurts more at high piety; gaining piety has diminishing returns at high piety
Miracles in battles: for each 10 piety, probability increases by 1% up to 50%
Sacrifice cutscene
Lords/Ladies react to player piety
New AI Behavior:
New personality “hedonistic” for ladies (previously “adventurous”)
Barbarian factions (Dacian, Britonic, Sarmatian, Germanic) can liberate conquered factions of same culture if destroyed
If a barbarian faction conquers a settlement with changed culture, colonists are killed and old culture restored
Legions and auxilia patrol towns/castles that can rebel more often
Legions and auxilia no longer court ladies
Roman nobles without office attend fiefs and otherwise stay with Nero
AI lords defend sieges more proactively
Marshal election considers distance of marshal’s home to strongest enemy frontier
Faction leaders (except Nero) may be appointed as marshal
During gathering, marshal travels toward threatened center/enemy frontier
AI accompanying/screening retreats less to nearest walled center
Roman nobles without office make business investments in towns for money
Follow-marshal decision depends on gathered army size and controversy (faction armies gather up to ~4000 men)
Conquer-province war goal for AI
AI ignores villagers/caravans when besieging/engaging armies
Slightly higher AI courage during most campaign actions
If AI faction loses all settlements, lords attempt last stands or flee; search for new faction
Removed diplomacy AI settings (gold changes and behavior) and integrated most
Barbarian factions declare war on neighbors to loot if peace persists
Barbarian factions attacked by a superior enemy try to make peace with others
AI can establish tributary after sieges if conditions met (2 centers left; 2x war damage; >400 damage inflicted)
Centers prone to rebellion have lower attack score
For imperial governments, centers part of a province have higher attack score
Allies can provoke each other; can break pacts
Expiring tributary treaties may be prolonged
World Map:
New icons for special locations (Rome, Jerusalem, Athens, ports)
Polished world map
Many new ports in Black Sea and Mediterranean (Cnossus, Caralis, Salamis, Olbia, ...)
Various:
Changing culture of village/castle (Celtic/Dacian/Germanic - Roman) changes scene accordingly
Personality info via rumors/gossip from related ladies, majors (town lords), or constable; adds rumor string to lord
Added personality “hedonistic” for ladies
New cultures (Egyptian/Greek included)
Subcultures (immersion) and many new town walkers and slaves
Slaves from different cultures have different skill sets
Household presentation: manage household slaves and cooks; appoint advisors
Household cooks affect feast quality
Corruption: Different Roman officials demand bribes for services
Procurator and delator events:
Procurators may ask about buildings built; wrong answers > trial
Procurators may ask amount taken from imperial treasury; wrong answers > trial
Delators may accuse player of corruption > trial
Talk relation tooltip shows effects from piety, reputation, culture, personality
Option to disable companions leaving (increases wages by x5)
Wlodowiecus quest characters change relation to reflect friendship
Player can have a quaestor if he has latifundia only
If player loses all courts, 20% of treasury lost
Player can raid Delphi (won’t be rebuilt unlike other sacred places)
Player health changes displayed
Player can build a bath in the Domus Mare
Baths accessible only in towns or if public-baths building built
Catacomb passage
Added Black Sea pirates and lair
Bandit lairs no longer disappear after lost combat; player may reattack
Legendary-item overview in camp menu > Take an action (shows special/legendary items and info)
“Kill slave Albus” quest expires and fails after 45 days
Rebellion notification: small notification menu if settlement is part of player’s faction
Adjusted honorary title selection compatible with Year of Four
After Fire of Rome, player can build Amphitheatrum Maximum (gigantic amphitheater)
Added new gods for various cultures and heroes for god-judgment fight:
Celtic, Dacian, Sarmatian, Armenian, Caucasian, Persian, Arabian, Egyptian/Nubian/Libyan, Berber
Increased income from raiding for AI
If a woman has no male guardian, she is independent; decides on courting
Disabled invitations to factions (native feature)
#give_center_to_lord2 and give_center_to_lord relationship change:
Change applied only for feudal governments; for imperial governments, relationship with governor changes by province prestige
Added many new town and village walkers
Added Iazyges settlement event
As a vassal, player can decide to loot or not a conquered town/castle
Improved customizable troop selection:
Player chooses name and equipment in custom presentation
Equipment selection allows changing troop name
Player can choose a legion flag
Effects on rents displayed in economic details screen (center management screen)
Diseases now events with probability and multi-month modifiers based on player decisions
Catastrophic events similar to diseases; shorter duration; tax modifiers
Egyptian rebels appear in Egypt; by becoming Pharaoh with proper ceremony, player can pacify the region
Player can discover spouse love affairs via “Have you heard anything interesting?” dialogue of friendly ladies
Bug Fixes:
Fixed minor errors in dialogue conditions, menus, and scripts (slot operation args)
Fixed script error in constable dialogue about releasing prisoners
Fixed aristocracy/plutocracy faction policy change via Senate
Ancient Germanic longsword can block now
Fixed possible crash in governor corruption event
Fixed all issues with Olympics
Fixed small issue in investment quest
Firefighters can no longer be destroyed by fire event
Fixed issue with prison breaks for castles
Fixed camera issue
Fixed issue with decrees
Removed civilian flag from certain items
Fixed spear usage issues of custom troops
Fixed building presentation issues
Fixed viewing garrisons of villages via quaestor
Fixed crash related to animations
No longer possible to get stuck in Sagala by falling and dying (perma-death menu shows up)
Managing owned centers via quaestor works properly
After prison break, disguise is removed immediately after freeing heroes to avoid appearing nude during conversation
Fixed bug in latifundia income calculation
No longer possible to talk with Paulus after quest succeeded
Fixed issue in Darta dialogue
Tweaks:
During follow spy quest, spy can’t be killed (even with swords)
Changed damage calculation logic for player poisoning water during sieges
Divisions renamed during sieges:
Defender divisions: first-ladder defenders, second-ladder defenders, third-ladder defenders, fourth-ladder defenders, archers
Attacker divisions: first attack division, second attack division, third attack division, fourth attack division, first support archers, second support archers, third support archers, fourth support archers
Added more explanation in the siege menu for blockades
Heroes (companions and lords) no longer lose agility or strength from aging
Tweaked light
1-day cooldown for minor faction leader hunting quests
Player keeps items looted from starting mission
Winning Olympics massively improves relation with all Greek settlements
Bandit attraction considers player kill count (more kills > more fear)
Governor events when entering a town slightly less frequent
Census increases money from punitive payments slightly
Number of latifundia limited by Lex Frumentaria et Agraria
Price of land increases if Lex Frumentaria et Agraria is removed
Spouse parties slightly increase Senate support (invites senators)
Heroes immediately escape if given as prisoners inside a latifundium
List of all companions added under game concepts with current location
Companions have fixed locations, rather than spawning randomly in taverns over time
Companions:
Josephus (based on Flavius Josephus) (Judean)
Elazar Bar Yochai (Judean)
Kara Boga (Egyptian)
Chaditox (Sarmatian)
Quests and Special Events:
From Rags to Riches
Adventures of Wlodowicus (III)
Adventures of Wlodowicus (IV)
Cup of Chrestos (special event in Jerusalem; walk the streets)
Zarinaia, the Golden One
Prophecy of Caeselius Bassus
Grand Tour of Hellas
Vow of the Unbound Hair
Scenes:
Bath scene for Roman towns
Bath scene for player villa
Dacian scenery updated per archaeological findings and reconstructions
Britonic castle scene updated
Three village scenes for Spain
Three village scenes for Persia
“Small town” Roman village scene
Two generic Roman village scenes
New lair scene for Black Sea pirates
Public toilet scene (Rome – backstreets via passage)
Props and various scenes polished
Ancient Punic ruins added to Carthage
New village scene for Egypt Nile delta
Items:
New special items
Egyptian shields added
New bows from Fabio
New book “Art of Poop”
Roman equipment updated
Dacian equipment updated
Celtic equipment updated
Parthian equipment updated
Armenian equipment updated
Sarmatian equipment updated
Germanic equipment updated
Horses updated
Some native equipment removed
Performance:
Optimized material settings improve performance slightly in large battles
Optimized world map performance via simple trigger optimization