A major update to my scenario, badly received initially cause it had more ambition than know-how but finally I believe polished enough to be playable at all levels.
The scenario was revamped to accomodate recent patch updates, bug fixes and polish.
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Added a proper difficulty scale. On standard and moderate you will get consistent help when out of villagers, resources or troops (when certain conditions are met).
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AI can now attack walls.
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Enemies will take more time to train troops. On standard enemies have very few siege weapons and ships.
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Hotkeys for all special units added.
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Upgrades will apply to all heroes.
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Added the Èlite Steppe Lancer upgrade in case you help the Alans and Huns (Yellow).
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Some units are renamed to be consistent with other scenarios of this series.
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Units like Norse Warriors are simple reskins of the Militia-Line rather than a whole new unit.
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Dock/University changed to accomodate the new rework.
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Gratian’s Arch of Triumph is now a proper Wonder reskinned so no need for an artificial countdown anymore.
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Added a “Roman Spies” tech to make you able to see Sebastianus’ army’s movements.
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Stated in the “Call to arms!” tech’s description that it applies to Villagers of both genders. Added a “Back to work” tech to transform Arimanni back to villagers.
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Fixed the migration mechanic not always working correctly.
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Carts with loot will always spawn when the correct building is destroyed.
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Alans and Huns will now help you against Adrianople if you helped them before.
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Farnobius will not resign as soon as dying but he will respawn a few times depending on difficulty. Fixed the bug causing him to not train any more troops after the initial ones.
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The side quest of saving Alatheus and Saphrax should now be smoother and more intuitive.
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Fixed an issue with Grey Villagers not following orders once converted in the initial phase of the game.
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The initial phase of defending Marcianopolis has been made faster without being harder (on lower difficulties).
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Changed the spawn point of several Purple units towards the end of the scenario to the borders of the map to make it look less like they appear out of nowhere.
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Added some Oysters on water and Gaia Mule Carts on land to capture.
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Changed water colour to better match the scenario’s tone and ambience.
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Buildings reskinned to look like Dark/Feudal Age ones, no matter the age you’re in (except for the Town Center which I can’t figure out how to properly reskin).
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Some mechanics are better explained both in the hints and in in-game dialogues.
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More space between each dialogue to give the player more time to read, typos corrected.
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Slideshow is slower, grammar improved and text won’t overrun images.
… And probably more.













