Expeditions: Rome - Demo Update

Redglyph

proud GASP member
Joined
August 29, 2020
Messages
10,305
Location
Good old Europe
The demo of Expeditions: Rome received a new update. Note that the saved games can be used to continue the campaign in the full release without having to restart from scratch.

Expeditions: Rome Demo Update

Updates and Changes

  • Several new character portraits have been added when creating a new character.
  • The skin tones of the character portraits now change to more accurately match the skin of the character created.
  • The recruitable centurions/praetorians now use a more varied set of portraits, and the skin and hair colours of their 3D models were adjusted accordingly.
  • The game will now auto-save every time you enter the worldmap. Additionally, several auto-saves have been added to specific quests.
  • A walk modifier key option has been added in the control settings.
  • The camera pan controls can now be rebound in the control settings.
  • User feedback has been added when an enemy target takes reduced damage due to the target's Armor.
  • A new game option has been added to allow for music to play/mute when the game does not have window focus (I.E. Alt-Tabbing out of the game)
  • A new game option has been added to enable/disable controller input.
  • [...]
More information.
 
Joined
Aug 29, 2020
Messages
10,305
Location
Good old Europe
Here's the whole list.

Updates and Changes
  • Several new character portraits have been added when creating a new character.
  • The skin tones of the character portraits now change to more accurately match the skin of the character created.
  • The recruitable centurions/praetorians now use a more varied set of portraits, and the skin and hair colours of their 3D models were adjusted accordingly.
  • The game will now auto-save every time you enter the worldmap. Additionally, several auto-saves have been added to specific quests.
  • A walk modifier key option has been added in the control settings.
  • The camera pan controls can now be rebound in the control settings.
  • User feedback has been added when an enemy target takes reduced damage due to the target’s Armor.
  • A new game option has been added to allow for music to play/mute when the game does not have window focus (I.E. Alt-Tabbing out of the game)
  • A new game option has been added to enable/disable controller input.
  • The pathfinding for party members and allies has been improved when they attempt to navigate around hexes occupied by other party members and allies.
  • During the Ambush encounter, it is now required to keep all party members from being incapacitated/killed to successfully complete the encounter.
  • Gavius Tutor no longer gives a torch.
  • Tweaked the cutscene at the start of the Ambush to make the fate of a certain character a little more obvious.
  • Minor deco improvements on Lesbos.
  • Some minor optimizations for a few particle effects.
  • Updated the background image for the Credits screen.
  • Allow for double-clicking on save files to load them.
  • It is now possible to change equipment and skills on characters that are assigned to outpost tasks as long as the player is inside the outpost level.
  • Added a qualifier to the first page of the Incapacitation tutorial text that bleeding out can only happen if Combat Death is enabled.
  • Added Contubernium to the glossary.
  • Tweaked the AI on ranged attacks to be less likely to hit shielded characters on the Insane difficulty.
  • In the Warehouse level, made it a little easier to spot the guard in the left house.
  • Made a few performance optimizations to the Inventory UI.
  • Updated the tutorials to pull dynamic key bindings (the correct keybinding should now be shown if you change the default bindings). This also fixes the issue where the highlight tutorial was telling you to press Left Alt while the default keybinding is actually V.
  • Adjusted the volume of the ambient sounds during the Mytilene Siege.
  • Fix the comment on the Resistance stat to be correct (it does not provide fire and poison resistance).
  • Add improved stats for enemies on Insane difficulty. Adds the following stat buffs: +5 bludgeoning, piercing and slashing resistance. +10 poison and fire resistance. +2 movement max for supports, militias and heavies. The extra movement should give the enemies more options, since with e.g. 4 movement on heavies they are very limited.
  • Updated Precise Stab so it can no longer be a critical hit.
  • Added dust particles in the warehouse for high graphics mode during all times of day except night. Also added some red lights at doors and windows for dusk and dawn where it was appropriate.

Bug Fixes
  • Improvements to overall game stability. Big thanks to everyone who submitted crash reports!
  • Fixed an issue with Ironman mode that would get you stuck in Mytilene if you told Caeso you wanted to head straight back to Lucullus’ camp after fighting Archelaus. Note that this fix is unfortunately not retroactive, so if you got stuck here, you must restart in order to see the end of the demo.
  • Speculative fix for an issue in Mytilene Harbor that could prevent the map from completing: the navigation mesh is now updated after the post-combat dialogue. We never managed to reproduce this issue, so if you experienced getting stuck after torching the ships before, please try again and let us know if it works now.
  • Fixed an issue with the Water and Nourishment bars on the Worldmap UI not being displayed.
  • Fixed some text instances where "Shield-Broken" was displaying as "Shieldbroken"
  • The Codex Glossary should now be listed in alphabetical order in all languages.
  • Fixed some minor cape issues with the Geminus NPC.
  • Fixed an issue in the Mytilene Siege that would allow the player to issue movement orders to the party during cinematics.
  • Fixed an issue that would hide the mouse cursor during certain situations.
  • Fixed the look of some water puddles in the Trireme level.
  • Fixed an issue where the "Reach" skill could not target enemies in specific hexes on the Warehouse instance.
  • Various controller related fixes.
  • Fixed an issue where "Unarmed" skills would be affected by the "Disarmed" skill.
  • Fix Rebuke being usable on, and trying to push, combat objects like doors, barricades, and banners.
  • Fixed several issues involving the Character Creation UI.
  • Fixed several instances where the written dialog did not match the Voice Over audio.
  • Fixed Thermus sometimes dying permanently from Archelaus’ takedown during the Ambush on slower PCs.
  • Fixed enemies being able to kill a character unintentionally when on the ground during the Ambush encounter.
  • Fixed an instance in the Options menu where placeholder text would be shown.
  • Removed the "Revert" button from the Twitch Settings page.
  • Fixed an issue where Ironman save files would swap their thumbnail images.
  • Fixed an issue where the incorrect resolution setting would be shown in the Options.
  • Fixed an issue where loading screen hints meant to be restricted to later in the game were showing up in demo builds.
  • Fix rolls for critical, dodge, deflect and parry not having correct roll range and roll checks. Making them sometimes roll true if the roll was 0 while the character had no chance in it.
  • Fixed being able to pick up loot inside the warehouse without triggering the encounter.
  • Updated the placement area at one entrance of the warehouse to exclude some hexes behind the fence.
  • Fixed an issue where music was playing at full volume and was not respecting audio slider levels at the end of the Trireme mission and into character skill selection

The game is -20% on GOG and Steam until the release day, so perhaps the purpose of this update is to motivate the people who are on the fence. ;) But the release is in 3 days and they planned to update the demo anyway, so I don't think so.


EDIT: and that's the one I was waiting for :D

The camera pan controls can now be rebound in the control settings.
 
Joined
Aug 29, 2020
Messages
10,305
Location
Good old Europe
Back
Top Bottom