Aggressors - v1.0.4 - changelog

A mix of deep gameplay and rich historical flavor, Aggressors: Ancient Rome lets you relive history as the ruler of one of the mighty civilizations of the ancient Mediterranean. Choose one of twenty available factions and conquer the world.
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pavelk
Kubat Software
Kubat Software
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Joined: Mon May 16, 2016 4:27 pm

Aggressors - v1.0.4 - changelog

Post by pavelk »

Hello Aggressors!
We have just published new version v1.0.4. and it is ready for download! You can download the patch here.

It is a pretty big update, with some highly requested features like an alternative way to move your units with your mouse. Many other improvements have been implemented, especially to the UI. We are going to show some of these new features tomorrow during our dev stream on Twitch.

Changelog:

User interface
  • Alternative mouse control implemented! (if you dont like Aggressors' way of mouse control, you can switch to "Standard" way you know from Total War or Civilization series).
  • Trade windows improvements - recommendation of what the AI player probably has enough of and what he might demand added to Trade details window and Trade overview window.
  • Improved attacking apperance - when fighting close to a city, the label gets hidden, tooltip and tile highlight are not displayed till the battle is over (which leads to "clearer" view on the attack animation).
  • Improved way how the battle prediction is calculated.
  • Comparison indicators in Political map are displayed only when player is viewing his own relations.
  • Players in New game window are sorted per power (first are listed "recommended" players and behind them are players sorted per power).
Game core
  • Independent cities build improvements (per the development of the nearby players).
  • Improved battle calculation (which also fixed some minor bugs in the calculation).
  • Improved rules of withdrawal (higher the damage of attacked unit is, the lower the chance of withdrawal).
  • Revolt can only cities with loyalty or morale less than 100%.
  • Ambush semi-random event's impact was lowered.
  • Only units with loyalty or morale less than 100% can desert.
AI player
  • When AI rejects an offer, it also partially specifies the reason why.
  • Smarter behavior of AI in diplomacy implemented.
  • Building settlers close to frontline was addressed.
  • AI's reaction to counterproposal type of trades was improved.
Data
  • Horsemanship (revealing Stables) is now in the invention tree behind Riding school technology revealing basic cavalry units (not the other way around).
Others
  • Simple (scripted) tutorial's battle results were tweaked to look lot more plausible.
  • Error report window improved.
Bugs
  • Small UI scaling bugs fixed.
  • Couple of UI bugs related to position of UI controls fixed (for example Trade details window).
  • New button added to graphic options in case when player chose the biggest UI scaling and the Options window does not fit to the screen anymore (and therefore player couldn't click on "Save" and changed it back).
  • Couple of rare bugs causing CTDs fixed.
  • Annexation doubling the number of population bug fixed.
  • Government impact in the happiness Resource usage window was not updated when government was changed is now fixed
  • Issues with some unit improvements like "Patriot", "City raider", etc. fixed.
Last edited by pavelk on Thu Dec 27, 2018 10:01 am, edited 2 times in total.
n0kn0k
Staff Sergeant - Kavallerie
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Re: V 1.0.3 - changelog

Post by n0kn0k »

Great! :)
Matto
Corporal - Strongpoint
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Re: V 1.0.4 - changelog

Post by Matto »

I like alternative mouse ! thanks
anguille
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
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Re: V 1.0.4 - changelog

Post by anguille »

Matto wrote: Fri Oct 05, 2018 11:03 am I like alternative mouse ! thanks
Didn't see this….i may try it.
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