Hegemony III: Clash of the Ancients cover
Hegemony III: Clash of the Ancients screenshot
Genre: Real Time Strategy (RTS), Simulator, Strategy, Tactical, Indie

Hegemony III: Clash of the Ancients

3.2 Beta Available Now!

Join the Hegemony III public beta and get in on the development of the upcoming 3.2 expansion!

Check out the forums for more details:
http://steamcommunity.com/app/308173/discussions/2/351659808497342585/

Free 3.1 Expansion Out Now

The massive 3.1 update for Hegemony III is now live with dozens of new features including new combat, scouting, colonization, unit re-training, rebellion and diplomacy mechanics plus tons of improvements to the AI, interface, editor and more!

For a list of all the changes check out the change log in the forums.

3.1 Beta 2, Map Editing Tutorial and Happy New Year!

Just a quick note that the new beta for update 3.1 is now available in the beta branch for everyone. 3.1 includes major changes to combat, diplomacy and the objective systems and we'd love to hear what you think over in the forums.

And for those looking to re-live a little Hegemony Gold, we've just launched the first entry in a video tutorial series where we'll be re-creating the Kingdom of Macedon sandbox in the Hegemony III editor. When we're done the tutorial series we'll be posting the new map as a free mod for everyone to play.

Thanks to everyone who continues to enjoy and support the series and we hope everyone has a great new year!

Update 3.1 Preview Available Now!

The long-awaited 4th update is available now for all players in the beta branch.

So big we had to call it 3.1, the new update includes overhauls of the ambush and charging systems, new retraining systems and scout mechanics, a ton of new diplomatic events and objectives, a new assimilation system for colonizing cities, a brand new notifcation system, plus a ton of tweaks to the AI, GUI and more.

Read the full release notes here: http://steamcommunity.com/app/308173/discussions/2/487877107139911308/

We're also back this week with another entry in our modding blog. This week Chris demonstrates how to add new events using an example from the Pyrrhic Wars.

Welcome Autumn Sale Players, New Workshop Blog & Update 4 News

Thanks and welcome to all the new players who picked up a copy of Hegemony III during last weekend's big Steam sale. We hope you enjoy the game and if you have any questions, comments or problems we'd love to hear from you over in the community forums.

And this goes for new and old players alike: if you enjoy the game please consider leaving a review on the game's store page. It doesn't need to be fancy, but even a basic thumbs up helps us get noticed and helps us continue to support, update and expand the game.

It's also thursday, which means we've got a new mod and a new modding blog. This week Chris demonstrates creating a new brigade by adding a light cavalry unit for the Illyric factions.

We know a lot of people have been asking about tutorials and blogs for the map editor and we will be getting to those really soon, but for now we're holding off until update 4 is ready because it includes some significant editor improvements that we want to be able to demonstrate.

Which segues nicely into a brief progress report on update 4: we're really close, but it's not quite ready yet. As always, we've got a ton of ideas for the game and we're trying to squeeze in as many of those into this update as possible. Right now we're working on a major overhaul of how the AIs fight each other in order to support more custom faction strategies, more diplomacy events, new ways for players to influence AI vs AI events, and more. We'll try to get more details out as soon as possible, but in the meantime feel free to post questions to the forums.

cheers and thanks,
The Longbow Team

New Mods, Update 4 Preview, and Steam Sale!

Even though there's a lot going on with holidays and sales, it's still thursday and that means we've got a new modding blog and a new mod for you guys to try. In this week's post Chris shows how to create a new faction skill that allows you to construct ships in every coastal city without needing to build shipyards first.

And if you haven't been following our modding blog, be sure to check out the previous posts and mods including the 'Famous Officer' mod that increases brigade size and the 'Resource Wintering' upgrade that boosts winter food production.

As most of you know, we're also busy preparing the update 4 beta which includes an overhaul of the charging and ambush mechanics, new scout units, more diplomatic events, improved resource movement, and a lot more. For a small preview, check out our ambush demo over on YouTube:

https://www.youtube.com/watch?v=qJgcxkb13ow
And finally, Hegemony III is just $20 this weekend so there's never been a better time to pick it up for yourself or a friend!

Update 3.0.3b, new Mods & Update 4 Progress

There's a lot of news to cover today:

Update 3.0.3b is officially out of beta now and available to everyone. This update adjusts some of the difficulty settings in the early game and is designed to help new players get into the game easier.

We've also got a new modding tutorial in the workshop forums that walks you through creating a new unit stance, plus two new stance mods you can try out yourself.

And finally, while we're still a couple weeks away from the next major update, if you're interested in what we're working on then you should check out the new update 4 progress report over in the forums.

Modding Blog and New Beta

We've got a new update available in the 'Beta' branch. 3.0.3b focuses on some early game difficulty adjustments as well as some minor bug fixes. Check out the release notes for more information.

Thursday also marked the launch of our new modding blog. Each week we'll step through the creation of a different mod including how to add new units, factions, skills, upgrades, maps and more. In the first entry, Chris create's a simple mod to change a faction's colour as an example for how to create and post mods.

Update 3.0.3 is Available Now!

It's here! We can't believe it's been over a month since the last update, but #3 is now available and it's easily the biggest update yet. Thanks to everyone in the community who helped us balance and test it and please keep the feedback coming since we'll be jumping right into work on the next update.

For those who haven't been following the beta, 3.0.3 includes some major engine improvements, a complete overhaul of the opening objectives, balance adjustments to almost every unit, plus AI improvements, bug fixes and more.

Despite all of the changes, the update is intended to be backwards compatible so if you run into problems loading a saved game please let us know. And as always we welcome questions, bugs or comments in the forums or you can e-mail them directly to rob@longbowgames.com And, if for some reason you're having severe problems, the old version is still available in the 'Last Release' branch in the game's properties window.

And finally, this is the last weekend for the loyalty discount! So if you own Hegemony Rome or Gold but are still undecided about Hegemony III, you don't have much time left to get your 20% off.

cheers,
The Longbow Team

Change Log 3.0.3 Rev 36843



Engine
  • longer zoom range on the 3D map
  • longer zoom range on strategy map before miniatures fade out
  • map now streamed from drive in 32 bit mode to reduce memory usage
  • high detail settings now available in 32 bit mode
  • fixed late-game performance bug with very large empires


Map
  • more city construction animations
  • fixed multiple incorrectly blocked map regions


Graphics
  • improvements to water shader
  • improvements to strategy map transition
  • new weapons for the Illyric units


Balance/Gameplay
  • increased defenses for walled bridges, forts and cities
  • adjusted units stats to increase difference between tiers i.e. spearmen to hoplite to legion
  • standardized more unit sizes to make cost comparisons easier
  • adjusted garrison size and defense stats for bridges, camps and cities
  • battleline formations are now considered broken when a unit is out of food or crossing a ford
  • significantly increased cost of colonists
  • added initial gold costs for building upgrades
  • units in battleline stance now press forward more to attack the enemy
  • fixed bug with hastati ranged fire
  • removed field range from factions who don't have archers
  • Added Military Reform skill to unlock Hastati and Velites earlier
  • added ranged attacks for later Sabellic units
  • capturing one bridgehead of a ford will now automatically capture both
  • bridge construction can now be paused and resumed
  • adjustments to hegemony achievements
  • brigade morale now drops gradually when you're out of gold in proportion to your deficit. When morale hits zero a brigade may disband or defect.


Interface/GUI
  • improved display of garrison stats
  • cleaned up how miniatures are drawn for groups
  • fixed bug with group direction after dragging group formations
  • added more information to colonize button tooltip
  • victory screen is no longer displayed again if the game is continued
  • fixed issue selecting units near forts/bridges
  • added objective target markers to the strategy map
  • completed sub-tasks no longer appear in the objective tracker
  • added cancel objective button to the objective tracker
  • added more diplomacy and faction skill information to the faction pedia page


AI
  • ai puts more emphasis on building unit upgrade buildings
  • improved ai use of skill points
  • adjustments to when the ai builds forts and bridges
  • fixed a few ai resource management bugs
  • fixed bug that caused ai to downgrade stone walls to wood
  • more emphasis on per-faction AI behaviour
  • defeated factions will now start abandoning farms, forts and bridges


Objectives
  • overhauled prelude objectives
  • objectives are now triggered by visiting independent cities
  • new Ancient Rivals objective chain
  • new sandbox options to disable tutorials and start with all indie cities
  • more general and unit rewards in the prelude


Bugs
  • fixed bug causing overlapping dialog windows
  • fixed issue connecting water trade routes
  • fixed graphical bug with command wheel close button
  • fixed bug resuming bridge construction when loading a savedgame
  • fixed bug connecting supply lines to a bridgehead during construction
  • fixed rare crash when the ai is make supply lines
  • fixed crash with routing ai units
  • fixed false 'out of food' messages when a unit leaves a fort/city
  • fixed crash deleting upgrade when the asset list is open
  • fixed movement bug when javelineers were engaged in melee combat
  • fixed bug loading groups from saved games
  • fixed bug with trees falling when a city comes into view
  • fixed bug displaying AI group miniatures

Update 3 Preview Now Available!

New objectives, new units, longer zoom range, improved AI and lots more! Try out the beta and let us know what your think. We're also doing a live broadcast Friday at 3pm EDT on Twitch to show off the new changes and don't forget this is the last weekend to get your 20% off loyalty discount if you own Hegemony Rome or Gold!