1. Update v2.0.3:
  2. A small hotfix has been applied to address various crashes.
  3.  
  4. Update v2.0.2:
  5. NEW FUNCTIONALITY
  6. Combined Mode
  7. Merged unique game features from Barbarian Invasion and Alexander into the main game for easier, and more powerful mods. You can now use all the following features in the same mod:
  8. Swimming
  9. Shield Wall
  10. Schiltrom
  11. Religion
  12. Hording
  13. Custom unit cards and models for named characters
  14. Immortality
  15. ai_do_not_attack_faction
  16. Named legions
  17. Restrict mercenaries per faction
  18. Show_date_as_turns_remaining
  19. Loyalty
  20. Increased Limits
  21. A number of files have had their limits raised from their original limitations to become virtually unlimited*. The highest profile increases are to the following files:
  22. Units (prev max 500)
  23. Map Regions (prev max 500)
  24. Resources (prev max 21)
  25. *allows for a theoretical maximum of 4,294,967,296 entries. For a complete list of files refer to the modding documentation.
  26. New & Updated Files
  27. The following features are now exposed to modders:
  28. Reputation and Relationship bonuses are now moddable
  29. Building Features:
  30. Added a new building bonus that allows adding increasing a settlement’s construction and recruitment points
  31. Modders can use is_player to define building availability to human or AI factions
  32. Modders can define icons used for building browser subtypes
  33. Unit Features:
  34. “inexhaustible” disables stamina for a given unit
  35. “infinite_ammo” disables ammunition counters for a given unit
  36. Moddable graphics settings:
  37. Graphics settings are now moddable by adding a graphics_options.json file to the root of the modding folder
  38. Allow mods to force settings for Classic/Remastered toggles
  39. Combined FEDU and EDU files for simpler modding of units
  40. Different campaigns defined in descr_campaigns.txt can now refer to a different data/terrain/campaign folder, to provide the campaign map with a seperate visible tile system
  41. Resources are now virtually unlimited and moddable; resources now support custom icons, models & resource types, and can be combined with script triggers and traits
  42. Certain aspects of AI personalities are now moddable
  43. Scripting
  44. ROME REMASTERED now supports the ability to have a background script assigned to a mod that doesn’t require any user intervention to enable. The scripting system has also been extended to allow for more flexibility.
  45. Over 200 new events, commands and controls added to the scripting dictionary. Highlights include:
  46. Support for persistent variables that are stored inside the player’s save game
  47. Adding/removing hidden resources
  48. Maintain event context from an event monitor within that scope
  49. Destroying any buildings including Governors’ buildings & walls
  50. Restrict events to AI or player using ‘is_player’ condition
  51. Check is a building exists in your home settlement using ‘HomeSettlementBuildingExists’
  52. SettlementCapabilityLevel – query the capability levels of a settlement
  53. Support reveal_tile in ROME REMASTERED/Barbarian Invasion
  54. Trigger a command for_each item of a particular type
  55. Dedicated verbose log file for debugging scripts, outputs triggers, warnings and error messages
  56. Documentation for all the various commands/conditions/events available to scripts can be found in VFS/Local/Rome/documentation.
  57. When the world script finishes keep it intact (unless explicitly terminated by the user) and continue to update monitors
  58. Format expanded to allow braces and add logging, to make it clearer what’s happening inside scripts
  59. Logging
  60. ROME REMASTERED now supports enhanced logging, allowing modders to track asset validation, triggers, warnings and errors for both the game engine and scripts via text files as well as dialogs. The new advanced options are:
  61. enable_logging – message_log.txt
  62. enable_dialogs – Displays in game dialogs when errors occur
  63. verbose_script_logging – scripting_log.txt
  64. unpack_characters – Always logs output to message_log.txt
  65. The error logs have also been extended to provide as much relevant detail as possible, allowing modders to better track down and fix issues that previously would have required trial and error to resolve.
  66. Tools & Documentation
  67. There are a number of tools & scripts that have been made available either with the modding documentation or built into the game itself.
  68. Exporting CAS files from pak files via launch option
  69. Audio extraction and repacking via launch option
  70. Fbx <-> Cas conversion tool
  71. Skeleton version update script
  72. Campaign Map Tool – Allows creation of new map meshes
  73. IWTE – Third party tool updated to support Rome Remastered modding
  74. MOD MANAGER
  75. Mod manager no longer hangs on loading multiple large mods
  76. Added error codes for issues that occur when uploading to Steam Workshop
  77. Fixed issues with mod description formatting on the pre-game Options window
  78. Mods uploaded using the pre-game Options window will now set game tags correctly
  79. FIXES
  80. Fixed an issue with an invalid mod manifest error if a mod contained a 0kb file
  81. Custom Units can now be added to the Main Menu
  82. Fixed an issue where the Building Browser would not update when a new building was added to the game
  83. Fixed issues with mods that contained the following assets:
  84. Certain custom models (buildings, projectiles and units)
  85. Skin textures
  86. Luts
  87. Settlement plans
  88. Icons and other UI elements
  89. Fixes crashes caused by:
  90. Building-conditioned religious effects combining with non-recruitment effects
  91. Initiating ceasefires after removing Roman factions from description files
  92. Improved .rwm and .db generation by placing them in appropriate mod directory
  93. Fixed an error on exit if using hold_regions condition in descr_win_conditions.txt in Barbarian Invasion
  94. Use of “custom_battle_availability no” now removes faction from Custom Battle menu
  95. Added functionality to internally rename settlements & regions
  96. Mods can now change the number of rows & columns on Campaign Map grid
  97. MISCELLANEOUS MODDING
  98. toggle_perfect_spy is now usable from RomeShell
  99. USER INTERFACE
  100. CAMPAIGN UI
  101. Added functionality to rename settlements by double-clicking the settlement name
  102. Added functionality to change tax rates within the Settlements List and the Settlement Overview panel
  103. Improved switching between Lists; switching from the Armies to Settlements List no longer automatically switches from the Recruitment to the Construction panel, and vice versa
  104. Fixed a display issue relating to faction icons on settlement tags
  105. Updated banner assets for Captains
  106. Added a plague icon above plague-infected units and on their unit cards
  107. Improved functionality for sorting armies
  108. Added a ‘Point to North’ button for resetting camera orientation
  109. Double-clicking settlements now automatically opens their Construction panel
  110. Improved the Settlement Details/Income screens with new icons for resources, income/expenditure, public order and population
  111. Replaced the Move Followers button in the Governor Details panel with the Family Tree button
  112. Added the Move Followers button to the Character Details panel
  113. Improved assassination/sabotage mission flow; if an Assassin is already selected, missions are automatically assigned to selected Assassin
  114. Fixed an issue where legion names of Comitatenses First Cohort units were not visible
  115. Unified colour-coding for public order icons
  116. Added mission tooltips that display chance of success rates
  117. Fixed an issue when attempting to filter Generals on the Faction Characters list of the Move Followers panel
  118. Relevant success/failure news articles automatically open on completion of Spy/Assassin missions
  119. Relevant success/failure news articles automatically open on completion of Merchant missions (for manually managed Merchants only)
  120. Improved the unit card bar for Fleets; the unit card bar now displays all naval unit slots, with icons and counters added for embarked units and agents
  121. Added a tooltip for the trade embargo icon on the Diplomacy panel
  122. Improved map overlays to better reflect settlement and region ownership
  123. Fixed an issue where the Locate Building button did not function correctly on the Sabotage section of the Agent Hub
  124. In the Lists panel of the Faction Summary, the tooltip for a settlement’s Tax Income now shows the relevant tax level
  125. Fixed an issue where Delete/Mark As Read buttons would appear on the Senate mission notification panel
  126. Added projected turn income to the Minimap panel
  127. Clicking a selected unit now deselects it
  128. Fixed hitbox issues when triggering tooltips on the Diplomacy panel
  129. Improved and standardised settlement tooltip layouts, adding more links to the in-game Wiki where appropriate
  130. Selecting a General from the Armies list now selects all units in their army
  131. Removed context sensitivity for Disband and Merge buttons; both options are now always available
  132. Added a new button for auto-sorting units
  133. Alerts that require player input automatically open at the start of a turn
  134. Added tooltips to the Level column on the Settlements list stating the population required to reach the next settlement level
  135. The Proposal Balance no longer displays on the Diplomacy panel when making a Declaration
  136. Added a turn income value to Settlement Labels, which can be enabled/disabled via the Gameplay Settings menu
  137. Improved areas where long names would cause text overlaps
  138. Here’s a screenshot showing off some of the new changes (click for larger):
  139. BATTLE UI
  140. Added unit weapon and armour upgrade icons to unit cards
  141. Fixed an issue where firing arc ranges would not render on water
  142. Added an extra UI slot for units with special abilities
  143. Removed context sensitivity for Halt and Withdraw buttons; both options are now always available
  144. Fixed an issue where the Deselect All button would not display
  145. Added Generals’ names to their unit tooltip
  146. Updated the hourglass icon in multiplayer lobbies
  147. And another screenshot (same again):
  148. MENU UI
  149. Improved the flow of the Gameplay Settings section of the Campaign Pause Menu
  150. Fixed an issue with Texture Quality settings reverting between the Main and Pause Menus
  151. Added the ability to see the total cost of upgraded units in Custom Battle menus
  152. Fixed an issue with placeholder strings appearing when the host changed settings in multiplayer battles
  153. Fixed an issue where the description box would not update correctly when entering a multiplayer lobby
  154. Fixed an issue where applying the Lock to Army camera setting would not apply correctly from the Campaign Pause Menu
  155. Added a Lock Cursor to Window checkbox to the Graphics Settings menu
  156. Fixed an issue in Custom Battles where unit cards could be swapped to the right, but not the left on the unit card bar
  157. MISCELLANEOUS UI
  158. Fixed an issue where the Camera Mode setting would reset to Remastered Camera after relaunching the game
  159. Added zoom in/zoom out buttons to the minimap (Campaign & Battle)
  160. Added ammo-per-soldier information to missile units’ description texts
  161. During the tutorial, the Save Game menu option is now greyed out to signify the game cannot be saved
  162. Added functionality for users to apply graphics setting changes during the Battle tutorial
  163. Added a text size warning pop-up when selecting resolutions lower than 1080p
  164. When quitting the game, added a toggle to automatically open the pre-game Options window to streamline swapping between games
  165. Fixed an issue on the Advanced Graphics menu where the Experimental Unit Scale warning would appear when Unit Scale was set below Extreme
  166. Added alpha blending to Windows mouse cursors
  167. AUDIO
  168. General improvements to mixing and balancing of Battle audio, including but not limited to marching, melee and voice effects
  169. Fixed an issue in the Battle of Chalons historical battle, where music would not play correctly if the opening cutscene was skipped
  170. Fixed an issue where ordering Artillery units to melee attack while moving would result in looping unit audio
  171. Fixed an issue where music would change abruptly during loading screen transitions
  172. Ambient sound effects are now controlled by the Effects volume slider
  173. Fixed issues with Horde Herdsmen triggering incorrect unit barks
  174. Fixed an issue with Peasant units triggering shield bash sound effects in Barbarian Invasion
  175. Fixed an issue in the tutorial where multiple fleet unit barks could be triggered simultaneously
  176. Replaced Wind_Sand_02 and Wind_Sand_03 sound effects with higher quality versions
  177. Fixed an issue where flaming onager missiles would not trigger sound effects on impact with units
  178. Fixed an issue where sound effects were not consistently triggered when using arrow keys on the Alexander Battle Tournament menu
  179. Fixed an issue where selecting reinforcement units under player control would trigger generic VO instead of unit-specific VO
  180. Fixed an issue where Germania’s Screeching Women units would use the Druid chant audio
  181. Fixed an issue in Barbarian Invasion where specific notifications would not trigger accompanying sound effects
  182. Fixed an issue where sandstorm sound effects would not play
  183. Fixed an issue where incorrect audio would trigger when a Captain was killed
  184. Fixed an issue where some unit responses were much quieter than others
  185. Fixed an issue during battle deployment where selected units would deliver an “orders complete” unit bark after their taunt animation
  186. GAMEPLAY & VISUALS
  187. CAMPAIGN
  188. Followers that impact squalor/unrest stats now correctly display their modifiers as positive/negative
  189. It is no longer possible to end a turn while the ‘Demolish Building?’ pop-up is open
  190. SPQR can no longer change their capital from Rome
  191. Fixed an issue where the Faction Summary tooltip could display as blank after tutorial completion
  192. Improved the auto-merge functionality to only merge currently selected units
  193. Fixed an issue where selecting daily or monthly races would reset to yearly on end turn
  194. Debt is no longer incurred if a player accepts a proposition to remain a protectorate
  195. Agents can no longer break sieges by pushing besieging armies out of their tiles
  196. BATTLE
  197. Added a Field of View slider to Gameplay settings
  198. ROME REMASTERED defaults to 55 degrees; players who want to match the original Rome: Total War should alter it to 75 degrees
  199. Preset formations now respect unit card ordering when grouped
  200. Updates to assets:
  201. Fixed a small mesh gap in the Aqueduct building in Barbarian Invasion
  202. The thrown Plumbata model now correctly renders at all angles
  203. Fixed armoured elephant plumage textures so they display correctly when set to the Realistic Colour Scheme
  204. Fixed textures for a number of settlement buildings
  205. Fixed a placement issue where Greek market buildings would slightly clip over one another
  206. Fixed warping on Roman/Greek stone walls
  207. Added a higher-resolution texture to the leopard skin horse saddle in Alexander
  208. Fixed an issue where units could become displaced during the tutorial
  209. All ranged weapons now display projectile trails as determined by user settings
  210. Fixed an issue with banners not rendering correctly in replay mode
  211. Siege capture zones now render with flags for all defending factions
  212. Fixed a Frame Limiter issue which would cause lilypads to render incorrectly on a specific Quick Battle map
  213. Fixed an issue where swapping between Remastered/Classic Camera at high altitudes could unintentionally swap to Tactical View
  214. Fixed an issue with camera pitch when transitioning to/from Tactical View
  215. Fixed instances where units could be ordered to areas they couldn’t reach
  216. Unlocked, grouped missile units now face the correct direction when dragging with Alt + left-click
  217. Fixed an issue where the Lock Formation setting would occasionally be inconsistent with the default Groups settings
  218. Fixed an issue where single units could not run after being grouped and locked during deployment
  219. Fixed an issue whereby units would not receive an order until completing their taunt animation
  220. MENUS
  221. Fixed issues with the Settings menu animating slowly at high frame rates
  222. Updated the Main Menu cursors to match in-game cursors
  223. Users can no longer select Continue from the Main Menu after deleting their most recent campaign save
  224. ACHIEVEMENTS
  225. Fixed issues preventing users from unlocking the following achievements:
  226. Night Battle
  227. Alexander campaign victory
  228. Let Slip the Dogs of War
  229. Numerous Religion-based achievements
  230. AI CAMPAIGN & BATTLE
  231. CAMPAIGN
  232. Improved the AI’s ability to assess naval threats
  233. Users should no longer be able to see undiscovered characters via the Agent Panel
  234. Success probability of sabotage missions is now obscured unless the player has revealed the settlement’s status and population loyalty
  235. Fixed an issue where port blockades would remain in place after a settlement was captured
  236. Amended the behaviour of watchtowers:
  237. Watchtowers in non-player territories now grant visibility if a player army is stood beside them; visibility can be blocked again by presence of rival army
  238. The AI now proposes counter-offers to sensible military access requests rather than rejecting outright
  239. The AI now provides clearer responses to ceasefire proposals
  240. Fixed an issue where Generals without the Night Fighter trait could join night battles as reinforcements
  241. Compensation changes:
  242. When at war, players must request ceasefire before proposing compensation
  243. Improved AI assessment of ceasefire value
  244. Removed ability to add other offers/demands to compensation proposals
  245. Compensation is now influenced by offering regions/payment through diplomacy
  246. Fixed an issue where the the balance of compensation proposals could change after reloading a save file
  247. Faction reputations now change based on:
  248. Turns elapsed
  249. Duration of alliances
  250. Lifting embargoes
  251. Offering compensation that is accepted
  252. Offering ceasefires that are accepted
  253. Offering military assistance in battle
  254. Becoming an ally of an ally
  255. Fixed an issue where bribing Rebels would result in a Reputation penalty
  256. Added a Faction Relationship bonus when Merchants trade in other factions’ regions
  257. Diplomacy debt is no longer incurred if a player accepts a demand to remain a protectorate
  258. Protectorate status is now nullified if a protectorate cancels Trade Rights, Military Access or Alliance with their protector
  259. Fixed an issue whereby non-player horde factions would attempt diplomacy before controlling any settlements
  260. Fixed an issue where non-player factions could not initiate night battles
  261. BATTLE
  262. Decreased likelihood of AI units routing into hostile armies during bridge battles
  263. Increased the deployment rate of units onto walls
  264. Improved AI positioning of cavalry units depending on player tactics
  265. Increased the rate at which soldiers enter towers
  266. Locked unit groups will now seek more appropriate attack targets in front of them
  267. Unit paths will snap to the centre of a footpath where space is limited
  268. Units will now form up along streets if there is no space to move into a column formation
  269. Fixed an issue where movement paths would display before they had finished processing, and would briefly draw incorrect lines
  270. Fixed an original game AI issue where individual soldiers would split from their unit in guard mode, then run back and forth
  271. Improved the AI path processing by allowing for subdividing
  272. Fixed an issue when moving units along walls where the unit pathing UI could fall off/clip within the walls
  273. Fixed an issue where pathfinding movement indicators could be stuck along waypoints after moving past them
  274. Improved AI to better avoid the attack range of defensive wall towers
  275. Improved pathfinding when sending units to the centre of a settlement
  276. CONTROLS
  277. Added free look on the Campaign Minimap when zoomed in
  278. Improved usability of the Minimap when zoomed in
  279. Added functionality to rebind all available key bindings except camera movement speed
  280. Improved functionality when using Alt+Tab to access other windows
  281. Improved functionality when viewing the full-screen Family Tree by disabling several hotkeys
  282. Switching from non-Borderless Window to Borderless Window mode will no longer show the taskbar
  283. MULTIPLAYER
  284. Added logic to account for various player loading scenarios, improving connection robustness
  285. The AI now assumes control of armies when players are kicked or disconnected mid-battle
  286. LOCALISATION
  287. Various minor text improvements in German, French, Russian and Simplified Chinese
  288. Various tutorial voiceover improvements in English, German, Russian and Simplified Chinese
  289. Fixed input and display issues related to missing Simplified Chinese characters
  290. Improved subtitle synchronisation in Italian
  291. Improved default naming of saves
  292. The ‘Disband Unit’ prompt now refers to multiple units appropriately
  293. Added a Wiki section on Merchants and temple dedications
  294. STABILITY
  295. Fixed a number of the most commonly reported crashes seen throughout the game. We’d like to thank all users who enable crash reporting – many of these fixes are only possible due to these reports.