In this update8
Full notes
Full Hegemony III: Clash of the Ancients update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Maps
- Performance
- Gameplay
- Balance
- UI and audio
Hegemony III: Clash of the Ancients changes
It's here! We can't believe it's been over a month since the last update, but #3 is now available and it's easily the biggest update yet. Thanks to everyone in the community who helped us balance and test it and please keep the feedback coming since we'll be jumping right into work on the next update. For those who haven't been following the beta , 3.0.3 includes some major engine improvements, a complete overhaul of the opening objectives, balance adjustments to almost every unit, plus AI improvements, bug fixes and more. Despite all of the changes, the update is intended to be backwards compatible so if you run into problems loading a saved game please let us know. And as always we welcome questions, bugs or comments in the forums or you can e-mail them directly to rob@longbowgames.com And, if for some reason you're having severe problems, the old version is still available in the 'Last Release' branch in the game's properties window. And finally, this is the last weekend for the loyalty discount! So if you own Hegemony Rome or Gold but are still undecided about Hegemony III, you don't have much time left to get your 20% off. cheers, The Longbow Team
Change Log 3.0.3 Rev 36843
Engine
longer zoom range on the 3D map
longer zoom range on strategy map before miniatures fade out
map now streamed from drive in 32 bit mode to reduce memory usage
high detail settings now available in 32 bit mode
fixed late-game performance bug with very large empires
Map
more city construction animations
fixed multiple incorrectly blocked map regions
Graphics
improvements to water shader
improvements to strategy map transition
new weapons for the Illyric units
Balance/Gameplay
increased defenses for walled bridges, forts and cities
adjusted units stats to increase difference between tiers i.e. spearmen to hoplite to legion
standardized more unit sizes to make cost comparisons easier
adjusted garrison size and defense stats for bridges, camps and cities
battleline formations are now considered broken when a unit is out of food or crossing a ford
significantly increased cost of colonists
added initial gold costs for building upgrades
units in battleline stance now press forward more to attack the enemy
fixed bug with hastati ranged fire
removed field range from factions who don't have archers
Added Military Reform skill to unlock Hastati and Velites earlier
added ranged attacks for later Sabellic units
capturing one bridgehead of a ford will now automatically capture both
bridge construction can now be paused and resumed
adjustments to hegemony achievements
brigade morale now drops gradually when you're out of gold in proportion to your deficit. When morale hits zero a brigade may disband or defect.
Interface/GUI
improved display of garrison stats
cleaned up how miniatures are drawn for groups
fixed bug with group direction after dragging group formations
added more information to colonize button tooltip
victory screen is no longer displayed again if the game is continued
fixed issue selecting units near forts/bridges
added objective target markers to the strategy map
completed sub-tasks no longer appear in the objective tracker
added cancel objective button to the objective tracker
added more diplomacy and faction skill information to the faction pedia page
AI
ai puts more emphasis on building unit upgrade buildings
improved ai use of skill points
adjustments to when the ai builds forts and bridges
fixed a few ai resource management bugs
fixed bug that caused ai to downgrade stone walls to wood
more emphasis on per-faction AI behaviour
defeated factions will now start abandoning farms, forts and bridges
Objectives
overhauled prelude objectives
objectives are now triggered by visiting independent cities
new Ancient Rivals objective chain
new sandbox options to disable tutorials and start with all indie cities
more general and unit rewards in the prelude
Bugs
fixed bug causing overlapping dialog windows
fixed issue connecting water trade routes
fixed graphical bug with command wheel close button
fixed bug resuming bridge construction when loading a savedgame
fixed bug connecting supply lines to a bridgehead during construction
fixed rare crash when the ai is make supply lines
fixed crash with routing ai units
fixed false 'out of food' messages when a unit leaves a fort/city
fixed crash deleting upgrade when the asset list is open
fixed movement bug when javelineers were engaged in melee combat
fixed bug loading groups from saved games
fixed bug with trees falling when a city comes into view
fixed bug displaying AI group miniatures
Source
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