Total War: ATTILA

Total War: ATTILA

Realistic Cavalry Overhaul For 1212
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Update: 23 May @ 8:43am
by EARL

Rebalanced missile block mechanics, adjusted handcannon models, optimized certain animations. Due to changes in animation logic, compensated by optimizing reload times for some firearms.

Update: 22 May @ 2:00am
by EARL

Core Changes
1. Cavalry Charge Rules Overhaul
- **Only lancer units** can charge the following targets:
• PAVISE shield bearers
• Spear infantry
• Polearm/pike formations
- Non-lancer cavalry will **trigger panic** in their mounts before contact (auto-canceling charges)

2. Handcannon Unit Specialization
- Non-PAVISE **handcannon troops** are now a standalone class
- Adjusted attributes:
• Slightly reduced range
• Added **two-handed melee attacks** (smashing enemies with handcannons)

3. Dynamic Stamina System
- AI-optimized **tiered stamina rules**:
• Light units: **Zero stamina drain** while sprinting
• Heavy units: Continuous stamina loss during movement/combat
• Cavalry/mounted infantry: Gain **extra stamina recovery** (disabled when dismounted)
- *Note: The UI shows "-0 fatigue" due to integer rounding, but fractional values (e.g., -0.3) are fully functional*

4. Polearm Tier System
Introduced Elite Polearms (ELITE/WELL tier) and Standard Polearms

Elite Polearm Traits:
• Overall stats surpass standard tier, matching poleaxe effectiveness
• Exclusive Armor-Piercing property (balance under monitoring)
• Tactical contrast with poleaxes' Shield-Piercing

Unit Distribution:
• Elite Polearms: 41 units
• Standard Polearms: 132 units

5. Animation Integration
Optimized animation blending to minimize clipping



Testing Guidelines
- Current stamina rates are **initial test values** – player feedback is requested
- Focus test scenarios for cavalry panic mechanics:
▪ Light cavalry accidentally triggering spear formations
▪ Heavy cavalry vs. lancer unit attrition ratios

Update: 22 May @ 1:43am
by EARL

HOTFIX

Update: 20 May @ 7:05am
by EARL

Update Notice: Emergency Hotfix
This urgent update focuses on stabilizing gameplay while development continues.

◆ Hotfix Contents
Crash Fixes

Resolved critical crashes caused by compatibility issues with the AD1212 mainpack

Firearm Animation Tweaks

Adjusted arquebus reload animations to better align with combat pacing.

Partial Cavalry Overhaul Preview

Implemented early-stage horse breed adjustments (full system coming in the next major update).

Infantry Balance Tweaks

Sword units now excel in sustained melee combat.

Spear units gain improved defensive utility against cavalry.

We encourage testing and feedback on these changes!

◆ Preview of Next Major Update
Animation Overhauls

Pavise Shield units will receive dedicated combat animations.

All firearm units (arquebus/musket) to get context-aware reload/cocking animations.

Cavalry Class Reformation

Warhorses vs. Riding Horses system:

Warhorses: Can charge spear formations head-on .

Riding Horses: Will panic when facing braced spears/pikes.



Melee Cavalry Redesign: Complete rework to address current underperformance.

Shock Cavalry: Some Shock cavalry will be reassigned and redesigned as melee cavalry;Lance Mechanics, Unique "couched lance" functionality for Lance cavalry.Lances will grant these units significant advantages in cavalry charge confrontations, meaning they may still prevail even when their overall quality is inferior to the enemy.

Note to Players
This hotfix prioritizes stability over new content.

Update: 18 May @ 7:44pm
by EARL

Adapt to the latest updated AD1212

Update: 12 May @ 8:06pm
by EARL

Major Update
Theme:Data optimization

《Realistic Infantry Overhaul》
◆Core Features:
1. Sidearm Tier System(one-handed melee weapons)
▫️Elite - Mastercrafted Sidearms
▫️Superior - Standardized (Maces/Axes/Swords/Scimitars) + Quality Generic Sidearms (-0.5 tier)
▫️Standard - Basic Sidearms
▫️Inferior - Crude Sidearms + Civilian Tools (-0.5 tier)

2. Distribution Logic
- Sidearms allocated according to drill level
- Ranged units receive sidearms one tier lower
- Elite/Superior ranged cavalry equipped with AP sidearms
- Lower-tier ranged cavalry use non-AP sidearms

3. Formation Discipline
- Units above regular drill level gain +20% formation cohesion

《Realistic Missile Overhaul》
◆Advanced Firearm Classes:

Musket - Range: 180; no knock-back; Accuracy: -2; penetration effect.
Metris Tüfengi - Range: 210; no knock-back; Accuracy: +2; penetration effect.
Mosquete - Range: 195; knock-back effect; penetration effect.
Elite Mosquete - Range: 200; knock back effect; Accuracy: +10; penetration effect.

◆Faction-Specific Allocation:

Rus and Western Europe: Musket
Spain and Aragon: Mosquete/Elite Mosquete
Islamic Factions: Metris Tüfengi

◆Siege Engine Adjustment:
Trebuchets now launch +10 sub-projectiles upon splitting

《Realistic Cavalry Overhaul》
◆Equine Class Restructuring:

Fine Horses (Elite Horses) include three subtypes:
Light: Elite Euro-Arab Courser
Medium: Elite Ferghana Rouncey
Heavy: Elite Destrier

Good Horses (Warhorses) break down as:
light_charge: Courser
medium_charge: Rouncey
heavy_charge: Charger

Riding Horses comprise:
light: Light Horse
medium: Medium Horse
heavy: Heavy Horse

Inferior Horses consist of:
light_euro_pony: Euro Pony
pack_horse: Pack Horse

◆Unit Reclassification:
- Massagetoi cavalry redesigned as hybrid shock cavalry

《Visual Equipment System》

◆New Interface:
- All units display dynamic equipment panels:
• Infantry: Armor | Shield| Weapon
• Cavalry: Armor | Steed(Mass:xx) | Weapon

PS:The mass of cavalry will now be displayed on the panel, allowing you to visually compare which cavalry will gain an advantage in battles


◆Developer Commentary:
- Solves persistent model-stat mismatches from AD1212 MOD
- Player reports via dedicated discussion forum welcomed
- Transparent equipment data for efficient debugging

Update: 8 May @ 8:09am
by EARL

Optimized a large number of units and incorporated data from dozens of bodyguard units into the adjustment

Update: 1 May @ 9:45pm
by EARL

Update: 26 Mar @ 6:46pm
by EARL

Fix a little bug

Update: 26 Mar @ 12:35am
by EARL

Optimize the AI recruitment of newly added elephant units to make AI more inclined to recruit