Fixed an issue where some tower elephants had double the hitpoints intended. – Elephants have been reworked – they are more resilient against ranged and a bit easier to kill in prolonged melee. – Reduced and added more variety to cavalry running speeds. – Camels now have custom weapon entries with a combat advantage over horses and a larger morale hit against cavalry.
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– Celtic Mairepos warhose that has speed and a greater charge power due to size. – Numidian horse that lacks charge but has great speed/acceleration, guerilla deployment and ignores ground penalties. – New Thessalian horse entry that combines both speed and charge power. – Various units now have special horse types that give them specific bonuses. – Added ranged stats to elephant UI display – Morale % is now displayed on the unit UI status when you hover over your unit (i.e. – Fatigue penalties are now added to the unit status (i.e. – Increased variety between soldier heights for various units. – Improved unit spacing for many units and fixed issues of unit overlap. – Increased unit acceleration and deceleration speed to improve unit spacing after charge. – Slight increase to medium and heavy infantry speed. – More rare kill animations should play out. – Pikes and Hoplites have a harder time passing through enemy units. – All Thureophoroi and 2handed non heavy units now have 3 speed. – Infantry without ranged weapons will now properly brace vs cavalry and will use non phalanx formations properly. – Both Shock and Melee cavalry are classified as shock cavalry now to improve AI use of those units. – AI should now use disciplined formation in defensive battles. – Cavalry harder to decimate by precursor javelins of infantry but those javelins can now disrupt charges with knockback. – Added small knockback chance to all ranged weapons when soldiers are wounded by projectiles. – Fixed trajectory of horse archer attacks sometimes preventing AI from fully using them. – Iberians now have access to their historical flaming javelins. – Artillery ammo reduced, slightly increased damage to siege equipment from fire. – Various specific units like agrianian infantry, Socii units and war dogs reworked. – Unit hitpoints and weapon damage reworked, hopefully cavalry and elephants will take less casualties from autoresolve – Spear units are now tougher to kill in melee, Sword units have a bonus vs infantry.
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– Melee intervals (cooldown between attack animations) lowered from 3 to 1.5 seconds. – Reduce killing power of infantry charge, units with expert charge defense can effectively counter charges. – Reworked morale values to make them more balanced throughout a campaign. – Slightly increased unit spotting range. – Fatigue penalty increased but it takes longer to reach the various tiers. – Ranged attack and reloading now properly apply fatigue to units.