RTR: Imperium Surrectum
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What's Changed (v. 0.3.0)The team!
RIS wiki › changelog

RIS 0.3.0

← changelog · older: 0.2.3 · newer: 0.3.1

What's Changed (v. 0.3.0)

  • 4 New Factions (Galatians, Sparta, Pergamon, Bosporan Kingdom, 22 total now including the Free Peoples).
  • Added unit texture variation to nearly all Pre-Marian Roman, Carthaginian, Arevacian and Macedonian units, including over 130 new hi-resolution shield variants.
  • New BI-based religion system, simulating Cultures (Greco-Roman, Eastern, Tribal).
  • More traits from VE mod including Ethnic, Dynastic and City State Traits as well as a Spartan Agoge system, and Overstretch System for armies in enemy lands
  • Condensed factions and changed to more historical faction names:
  • Arverni are now a one settlement faction, centred on Gergovia.
  • Parni start as a horde, Siraces can horde.
  • 28 new regions along with updated victory conditions for each faction.
  • More historical family trees for most factions, and multiple family trees for some.
  • Shield wall ability from BI implemented for Hoplite units.
  • The ai_do_not_attack_faction feature from ALX was used on Massylii/Carthage & Parni/Siraces.
  • Edited dead space of map so Ptolemies/Carthage don't wage war and nobody goes north of the Caspian Sea.
  • Overhauled diplomacy and faction relations.
  • New descriptions for many units and factions.
  • New loading screens that don't consistently crash the game!
  • BI events and sounds for hording and religion.
  • Music fixed and adjusted to play more variety.
  • Campaign map music was added for Carthage and Massylii.
  • Wives & children portraits added from OG RTW for flavour.
  • New battle map bushes and rocks.
  • Added tree lods for performance.
  • All new realistic battle map ground textures.
  • Many battle settlement textures changed.
  • Edited particles, sun flare, and those little things that make the game look great!
  • Added pbrs for all units for better unit quality and performance optimization.
  • Many image optimizations and compressions as well as bug fixes to make mod as stable as possible.
  • Many campaign balance optimisations.

The team!

  • ahowl11: leader, founder and face of the mod, coding, unit cards
  • tone: units, unit cards, modeling, unit stats, vegetation, scripting, ai balancing, faction icons and banners
  • jorellaf: mapping, minor 2D art, text editing, coding, testing, debugging, mod file management, historian, description writer
  • Apple: workshop/discord administration and public relations, music, manager of testers
  • Swagger: environments, lighting (LUTS), weather, vegetation, modeling
  • Lvcke: coding, testing
  • moscaflaca: testing, resource coding and some public relations
  • Mausolos: lead historian, description writer
  • Maurits: historian, description writer, workshop/discord administration and public relations
  • Rex_Basiliscus: historian and Seleucid specialist
  • Genava55: historian and Celtic specialist
  • Galvanized Iron Raptor: historian and Germanic specialist, description writer
  • Drtad: historian and Armenian specialist
  • Leveller: historian and Latin specialist
  • Boots: editor
  • Lord Drake: GitLab repository owner and maintainer
  • AmyClaraRose: GitLab maintainer
  • Sgt. Skillz: some music coding, scripting, (mac) testing
  • Saxon: provided some new music
  • Tyler Cunningham: provided his soundtracks
  • Grimbold: 3D art
  • Igorche81: 2D art, faction maps
  • Flatty93: unit textures
  • starkgate: upscales of RS and RTR textures
  • El Santo Padre: 2D art for 0.1.0
  • Remlap: 2D Art for 0.1.0
  • burninator: made some unit cards for 0.1.0
  • CaiusAntonius: made some unit cards for 0.1.0
  • Nelduin: modDB page maintainer 0.1.0
  • Our amazing testers for this version: Tedric, Primo, Regan, SaulTyre, Vicboss, Neep, Columcille, Mart br, Algerian Polak, Valorix, Cao Cao, Malicemane, Pyrrhus, WalterND14, BpkSoeharto