Total War: ATTILA

Total War: ATTILA

Realistic Cavalry Overhaul For 1212
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Update: 29 Oct @ 8:41am
by EARL

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1.Balanced the Cataphract's Skills​​
Adjusted the ​​Cataphract (Cavalcade Array)​​ skill back to its default preset, transforming it into a ​​defensive-counterattack​​ skill to emphasize its ​​covering/support​​ attribute over pure offense. After activation, the Iron Armor Cavalry will maintain their formation, effectively covering allied infantry units behind them, and their defensive capabilities are greatly enhanced. Furthermore, their melee prowess against non-anti-cavalry infantry becomes exceptional, making them an insurmountable wall for regular infantry.
​​Note:​​ After activating the skill, you need to continuously double-click on the enemy to order these units to press forward and compress the enemy formation. Otherwise, they will remain in a defensive posture to protect friendly units behind them

Adjusted the ​​Wedge Formation​​ to significantly increase the Cataphract's charge and penetration capability. However, be cautious: charging into well-formed anti-cavalry infantry will lead to heavy losses for your Iron Armor Cavalry.
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2.Balanced the Mass Collision Coefficient​​​​
The weight of ​​mass​​ in calculations has now been increased, making its effects more pronounced during charges, especially improving the experience for ​​Western Lancers​​. In a head-on charge against standard lancers, the mass advantage of Western Lancers allows them to potentially obliterate standard lancers at high speeds (unless the standard lancers skillfully use their Duel skill, which might eliminate a portion of the Western Lancers). Note: concurrently, ​​standard lancers have become more effective against infantry​​ because their mass now effectively overwhelms infantry formations

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3.Precision Adjustments to Dozens of Units' One-Handed Weapon Models​​​​
Dozens of units' one-handed weapon models have been precisely recalibrated and assigned appropriate weapon statistics.

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4.​​Fix​​
​​Fixed a bug from the previous version where Knight Order bonuses were not applying correctly.​​
This fix addresses an issue that prevented Knight Order stat bonuses from functioning as intended

Update: 27 Oct @ 2:01am
by EARL

1. Balancing Hybrid Archer Infantry
* Nerfed ammunition for all hybrid archer infantry by an additional 30%, capping it at roughly 15 volleys.
* Reduced Accuracy and Rate of Fire by one tier compared to pure ranged infantry of the same level.
* Rationale: This significantly lowers their total ranged damage output. Hybrid units are primarily intended to fight in melee after expending their arrows, whereas pure ranged units are far less effective in close combat.



2. Pure Weapon-Type Unit Identification (1212 Models)
* Due to the prevalence of mixed weapon models in the 1212 roster, assigning accurate weapon stats is challenging (to match the actual weapon shown on models, the entire unit must use the same type).
* Through meticulous model file analysis, the following pure weapon-type units were identified:
Single-Handed Axe Units: 199
Single-Handed Sabre Units: 65
Single-Handed Sword Units: 448
Single-Handed Mace Units: 126



3. Bug Fixes
* Fixed a glitch with the new Crusader 'Lifting Recruitment Restrictions' buff.

Update: 21 Oct @ 9:27am
by EARL

Fixed the crash bug of Camel Artillery unit

Refined sidearm weapon data:

Types: Mix/Mace/Sword/Axe/Scimitar
Quality: Crude/Normal/Fine/Premium (Lv.1/Lv.2/Lv.3/Lv.4)

For T1/T2/T3:Total damage increases by 10% per era, with anti-infantry +1
For Lv.1-Lv.4:Total damage increases by 20% per quality, with anti-infantry +1
Minimum damage starts at (25, T1-Lv.1)

Update: 20 Oct @ 2:20am
by EARL

Comprehensive rebalance of unit entities and knightly order systems for historical authenticity.

1. Unit Entities System Overhaul
Horse Mass = Force (controllable impact power)
Unit Mass = Charge Resistance (Note: Infantry mass cannot deal impact damage, hence defined as anti-charge capability)
• Unit mass range: 50-1000 (majority under 500 to ensure cavalry mass > infantry)
  1. Base stats (HP/Mass) are determined by:
    • Unit Type: Defines core role (e.g., Pavise = high HP/charge resist; Two-Handers = low HP)
    • Unit Quality: Base values (Levy: 100 HP/50 Mass → Elite: 135 HP/150 Mass)
    • Armor Multiplier: Plate armor = 150% HP, 300% Mass


2. Knightly Orders Rework

Special thanks to @daahaka for new dismounted Teutonic Knights – powerful melee reinforcements!

Set all formal knights of the Knightly Orders to the noble population type.

Global Military Monastery Bonuses (Stacks faction-wide)
  • Level 1: +1 recruitment cap
  • Level 2: +2 cap, +1 experience for new recruits
  • Level 3: +3 cap, +2 experience, +1 melee attack
Applicable to: Hospitallers, Templars, Teutonic Order, Holy Sepulchre, Spanish Orders, St. Lazarus.
Crusader Factions (Jerusalem, Antioch, Latin Empire, Teutonic Order) have no recruitment limits for knightly units.
Faction-Specific Buildings (Non-religious line, stackable)
  • St. Lazarus Chapter: Applies to St. Lazarus/Holy Sepulchre Knights
    L1: +1 exp/+1 melee
    L2: +2 exp/+1 melee
    L3: +2 exp/+1 melee

  • Hospitaller/Templar Chapters: Applies to Hospitaller/Templar Knights
    L1: +1 exp/+1 melee
    L2: +2 exp/+1 melee
    L3: +2 exp/+1 melee

  • Crusader Inn (all knightly orders):
    L1: +1 exp/+2 morale
    L2: +2 exp/+3 morale
    L3: +3 exp/+4 morale

  • Teutonic Order Exclusive:Applies to Teutonic Knights

    L1: +1 exp/+1 charge bonus
    L2: +2 exp/+3 charge bonus
    L3: +2 exp/+5 charge bonus
Landmark Bonuses (All factions)
  • Jerusalem: Units in region gain Unbreakable; knight recruitment limits removed
  • Antioch: -1 knight recruitment turn

Faction Bonuses
  • Jerusalem: +30 charge (Teutonic) / +10 melee attack(Hospitaller/Templar)
  • Antioch: +10 morale (all crusaders), +20 (main knights)
  • Latin Empire: -20% crusader upkeep

Removed Unbreakable from standard knightly orders
New Unbreakable units: Holy Sepulchre Knights / St. Lazarus Knights /Hospitaller Knights.(mounted/dismounted)


3. Fixes & Optimizations
  • Corrected erroneous combat stats for multiple units
  • Fixed inactive campaign bonuses (report issues )
  • Streamlined unit stats panel readability
  • Fixed a bug where the 'Unbreakable' attribute could sometimes prevent units from routing (and thus being eliminated) as intended.
    ​​The Fix in Detail:​​
    A 20-second window has been implemented for units with the Unbreakable attribute. During this period, if these units suffer massive morale damage, they will now be forced to rout, effectively concluding their participation in the battle.
    This adjustment ensures that even the most determined units have a breaking point when faced with overwhelming psychological pressure, adding a layer of tactical depth to engagements against elite forces

  • Optimized the animation performance of Greatshields and Shield Walls, and fixed a bug where the AI would automatically cancel the PAVISE and SPEAR formations.​

  • Adjusted stamina values, making units slightly more durable.​

Update: 12 Oct @ 2:13am
by EARL

Balance Adjustment Updates

Cantabrian Circle add:
  • Range increased by 40
  • Movement speed increased by 50%
cataphract series skill adjustments:
Cavalcade Array (reduced idle time; units now actively seek combat after formation activation).
• Skill value changes:
  • Melee attack bonus reduced from +150% to +50%
  • Anti-cavalry & anti-infantry bonus reduced from +60% to +50%
  • Weapon damage bonus replaced with +20% health
  • Charge bonus set to 0
Note: Previous high stats compensated for low engagement efficiency. Now optimized logic requires rebalancing.
Crossbow optimization:
Firing angle improved, allowing crossbowmen to be placed behind allied lines.
• Position allies within half the crossbow's range to avoid friendly fire while targeting enemies.
Global cavalry nerf:
Health reduced by 20%.
Significant buffs to anti-cavalry units:
Polearm units and Spear units and Pike units now have enhanced anti-cavalry capabilities.
Removal of knightly traits:
"Unbreakable" trait removed from standard knight orders.
​​Infantry AI Fix​​:
• Removed ​​"Skirmish Mode" from all infantry, fixing cavalry charge collision bugs.
​​Siege & Fortification Adjustments​​:
• Stone Wall Health: ​​Significantly reduced​​.
• Giant Bombard : ​​Massively increased​​ (≈2 hits to destroy one wall section).
• Culverin : Requires ≈6 units (24 guns) to destroy one wall section.
​​Western Lancer Skill Adjustments​​​​:
•"Engaged Charge" renamed to ​​"Brute Charge"​​.
• Effects of "Couched Lance Charge" and ​​Brute Charge​​ swapped.

Update: 5 Oct @ 8:43am
by EARL

1. Balanced horse stats: Previously, these were based on the horse’s armor, but now they depend on the horse itself, with armor acting as a multiplier. To put it simply, before, a low-tier horse with top-tier armor could easily overpower a top-tier horse without armor, which was inappropriate. Now, armor serves as a multiplier—how much it boosts stats depends on the base values of the unarmored horse, including strength and health.
2. Adjusted musket damage: muskets will no longer effortlessly wipe out all units. Standard handgun now ignore missile block chance but can only target one unit, while muskets can penetrate through up to 3 units in addition to this effect.
3. Fixed several bugs.
4. Balanced fatigue mechanics: Replaced morale penalties with mobility penalties. Now, poorly managed stamina still renders units ineffective, but they no longer rout easily—instead, they struggle to move. This achieves the intended effect (primarily because AI performs terribly at stamina management during sieges, yet excels in field battles). 

Update: 1 Oct @ 9:20am
by EARL

Realistic Series MOD: Core Content of the Major Super Update
For details, please visit the link below:
https://gtm.steamproxy.vip/workshop/filedetails/discussion/3047562159/592909603985305042/

Realistic Cavalry has been completely revamped with a major overhaul.
For details, please visit the link below:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3047562159






Other Adjustment Notes

Mechanism Adjustments
  • Combat Experience Bonus Rework - Gradual level-based improvements, high-level veterans have exceptional endurance (heavy armor stamina ≈ level 0 light armor)

  • Infantry Mass Standardization - Standard model 100-150
    1. Spearmen anti-charge mass +100
    2. Giant Shield Spear & Ranged +200
    3. Two-handed weapons mass -20

Unit Adjustments
  • New Series - Makurian Bow & Spear infantry, modified from cloth armor spearmen
  • Health Adjustments - Camel health ~400
  • Assassin Units - Changed to dual-wield weapons, significantly increased melee attack and defense
  • Animation Updates
    1. Single-handed weapons remove thrusting animations
    2. New idle animations for dual-wield units
    3. Melee cavalry added new idle animations

  • Miscellaneous Adjustments
    1. Increased shooting fatigue consumption
    2. Reduced spear armor penetration


  • Unit Type Adjustments
    1. Iberian Slingers → Single-handed axes
    2. Bow & Spear infantry → Phalanx Pikemen with bows + Spearmen with bows
    3. Kuman Spearmen with bows retained + Makurian Nubian Bow & Spear (Longbow)
    4. T1 Idago Knights and T1 Spanish Knights swapped unit and horse models
    5. Varangian → Shock long-handled axe (Not single-handed)
    6. Lithuanian Knights: T1 Raider Cavalry (Javelin & Sword) → T2/T3 Lancers
    7. Ducal Cavalry → Lancers (Retinue line)
    8. Boyar line → Heavy Cavalry
    9. Zagwe added new elite infantry series
    10. Infantry with horses → Equipped with pack animals (Elite cavalry, steppe units)
    11. Mongol infantry with horses removed cavalry trait
    12. Crossbow units with Proficiency above normal given Precise shooting skill, bow units given Rapid shot skill
    13. War Elephant ammunition +100%
    14. Dismounted Knight recruitment tied to noble estates
    15. Hussite Peasants + slings

Equipment System Adjustments

Weapon Adjustments:
  • Enhanced charge bonus for single-handed and polearm weapons (Offensive infantry)
  • Reduced charge bonus for spears and pikes (Defensive infantry)
  • Cavalry secondary weapon attributes synchronized with infantry
  • Ranged unit weapons unified, but melee capability weakened
  • Two-handed axe → Long-handled axe

Armor Adjustments
  • Label Updates - Half Armor → Mixed Armor (e.g., Mixed Light/Medium Armor)
  • New Armors
    1. Heavy Chainmail (T1-T3, heavy_chainmail)
    2. Fine Armor (T3, very heavy)
  • Armor Distribution
    1. Zagwe top-tier units, Abbasid Guard → Heavy Chainmail
    2. Trebizond Plate-and-Segment Armor → Fine Armor

Realistic Ranged Combat MOD Update:
  • Mounted Archer Weapons - Range -20%, Rate of Fire +20%, Ammunition 27→35
  • Crossbow Balance - Same-tier DPS consistent with bows
  • Bow Quality Binding
    1. Rabble, Mob → Low-grade bows
    2. Poor, Trained → Mid-grade bows
    3. Well, Elite → High-grade bows
  • Rapid Shot Bow → Fast Bow, enhanced mid-tier weapons, fine fast bows gain improved range and armor penetration (TBD)
  • Firearm Penetration
    1. All firearms except hand cannons ignore missile block chance
    2. Heavy muskets receive significantly enhanced penetration, capable of penetrating and damaging multiple targets
    3. Balance adjustments: Reload time +5 seconds, Accuracy -5, Spread +1 (excluding fine arquebus, zamburak, and fine musket)
  • Throwing Weapons
    1. Infantry javelins → Throwing spears, Cavalry → Javelins (short)
    2. Javelin optimization: Reduced range and ammunition, increased shield penetration and armor damage
    3. Greatly enhanced bonus damage against elephants
  • Other Weapons
    1. Increased sling rate of fire
    2. Recurve bows: Triple-shot → Rapid bow, damage equal to composite bows, poor accuracy, range capped at 145

Update: 19 Jun @ 2:05am
by EARL

Changelog Highlights v2.4​​

🏹 ​​Windlass Crossbow Animations​​
• Fully historical reload sequence with standard fatigue calculation
• Optimized models

🔫 ​​New Sidearm Mechanics​​
• Added pistol charge animations
• Otimized handcannon ,mushkert (rebalanced)

🥷 ​​Assassin Stealth Overhaul​​
• Active camouflage skill (replaces passive invisibility)

Update: 9 Jun @ 8:50am
by EARL

Update: 7 Jun @ 12:35am
by EARL

Updates

Musket Animation Optimization
All musket reloading and shooting animations optimized based on PIL, with key remakes for Musket (Matchlock) and Zanburak (Heavy Matchlock) animations.

Musket Unit Movement Speed Adjustment
Mushkert unit movement speed increased to 20-30 (Ultra-Heavy to Extremely Light armor classes).

Melee Animation Tweaks

Two-handed greatsword animation fine-tuned.
Improved formation discipline for trained armies.

Unit Card Remasters
Remastered low-quality unit cards for added units such as Rocket Units, Tuareg units, and kretikai Guard.

Balance Adjustments

Focus Skill: Reload speed nerfed to 30%.
PAVISE (Great Shield) ranged units: Melee attack/defense ×0.8 (toned down due to overpowered close combat stats).

Equipment Stats Overhaul

Partial equipment stats corrected; horse stats remade – horse breeds and barding protection now displayed independently.
Arab Elite Matchlock model optimized.
Yeniçeri musket units' uniform colors fully synchronized with their unit cards.

Musket Damage Adjustment

Improved armor penetration – muskets now pose greater threat to plate armor units.
Hand Cannon shooting attributes fine-tuned.

Assassin Recruitment Overhaul
Assassin units previously underused due to strict recruitment requirements – now adjusted:
• Available to all factions (requires converting to Shia faith).
• Recruitment points:
▪ Shia Mosques (2 initial squads, upper limit unlocked via mosque upgrades).
▪ Eastern Kingdom mercenary camps (e.g., Khwarazm, Ilkhanate) – limited to 2 squads per region.

Elephant Recruitment Update
Elephants no longer require specific recruitment conditions – both Melee Elephants and Greek Fire Elephants can be unlocked via Elephant Habitats.