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Expeditions: Rome - the final Expeditions game from Logic Artists

Litmanen

Educated
Joined
Feb 27, 2024
Messages
481
SvhRHlF.png
Sorry, can someone explain me what is this about? I'm honestly not getting the reference/problem

Ok so, from all your reactions I deduce that you're as much idiots that you cannot express yourselves with words.

I should've known it.
Codex gonna Codex. Please be patient and understanding.
View attachment 49661

>Hello, fellow RPGers. I don't see the problem with this. Care to explain? You don't? Guess you must be stupid like I thought! Ha!
Damn, you reach every single day a new peak of stupidity.

It must be a very hard life being so stupid and looking for "enemies" every single day.

I would like to measure your penis to make some statistical deduction.
 

Alphons

Cipher
Joined
Nov 20, 2019
Messages
2,616
Finished my playthrough- around 43 hours.

Combat stayed pretty fun until almost the end of Gaullia. The part of the final siege with the dam was so bloated with enemies and friendlies that my 2 turns took almost 25 minutes. No idea how much it'd take if I didn't have 3 guys with unlimited movement and greek fire.

I liked the story and it's more focused than in earlier Expeditions, but it feels very on rails with 1 choice per act changing something major (choosing between galley and cave in 1, killing Cleopatra or old Berber in 2, sacrificing eye or companion in 3 and crossing Rubicon in 4) and a very tight string of main missions you need to pass without room for failure.
Most smaller choices were also pretty mid when compared to previous entries with just choosing to spare/ kill a few characters.
A few times I felt like I lacked a diplomatic option (did I really need to murder lion hunters/ start riots in Memphis/ kill a bunch of farmers in random cave).
No idea if I was blessed by RNG or it just doesn't matter, but I had no problems with Morale or characters leaving party.

Main companions were alright, even the black guy in the second half of the game.
I didn't care about Praetorians at all. Why didn't they just make a bunch of unique characters with smaller stories like in Conquistador? You can get a bunch of unique ones like your slave, deserter in Egypt and one of Ferrata guys if you spare him in Gaullia, but everyone else is completely RNG.

Gladiators stayed weak until the end, while the Veles were able to have infinite movement points, guarantee crits on next attack, deal +100% damage with sneak attacks, regenerate AP with a hotbar skill and on kill.

I didn't bother with equipment- just upgraded unique stuff and Praetorian starter gear in Forge.

Legion battles stayed boring until the end- I rushed decimating enemies with Artillery/ Infantry at any cost after last town in Greece got reinforced to almost 10K troops with all enemies that ran away from earlier battles.

While I had fun with combat, I don't see myself replaying it (I've played each of the previous ones 3 times). There weren't any optional fights, my choices didn't affect the fights or who I was fighting with or against, so anything that'd change would be taking the second choice in each act and killing every character I've spared this time.
 

the mole

Arbiter
Shitposter
Joined
Aug 1, 2019
Messages
1,933
Viking does have some difficulty spikes. It is harder in Denmark because you don't have any crafted metal armor yet, so all your characters can be killed in 1 or 2 hits by lots of enemies. I've only ever played the game on Insane difficulty, so I'm not sure how much different lower difficulties are affected but you have to be very careful with your positioning because one wrong action can lead to a KO on the next turn if a character is out of position. Some of the toughest battles are the ones where you don't get the first turn. Positioning is key there, sometimes on the first try, you'll ace it, other times you pick your starting positions and lose 2 characters straight away.

Here's a good example actually from my (incomplete) Let's Play



First go I screw it up, but on the second go I metagame the positioning a bit more and have some luck with the RNG.

That particular battle is also super hard if you try and do it early, less so if you do it later (like I'm doing here).

the wolf battles, the return to york which I think is basically impossible, and a lot of others were ball busting

I played on hard, it seems the enemies will always have more juiced stats then your party defensively, atleast up until the first york questline was completed imo

that one battle with the thieves outside the danish town was insanely hard, there is a way to beat it but if you approach it from the road you're going to get destroyed probably

I mean the whole viking thing makes you assume that you can rush at people and charge, but it really is a tactical rpg, I find my archer getting a ton of kills
 

the mole

Arbiter
Shitposter
Joined
Aug 1, 2019
Messages
1,933
also I think it's totally decline that they took out the character creation and the class system even if the abilities are cool and make sense kinda sucks, compared to what it was

I guess it was too hard to make the full rpg with stats and make this beautiful more story focused game?

who knows, just the decision to say, fuck it, characters don't need attributes anymore is an extremist position

I understand what they're going for but meh, it's more casual, still probably gonna finish it eventually
 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
8,046
Viking was the better game of the series I think. Much more woke than Conquistador but improved quality and production value, a much more polished game.

Too bad they changed so much of the model with Rome. The game is about controlling a small group in foreign territory, not about managing fucking legions and having war minigames.
 
Joined
Dec 17, 2013
Messages
5,382
Conquistador - fairly original and fun if not perfect, 8/10
Viking - refines the somewhat raw and unfocused strategy-lite gameplay of Conquistador into one of the best post-decline isometric RPGs, 9/10
Rome - what the motherfucking fuck? 4/10
 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
8,046
Regardless of flaws and wokery, I'm really sad the studio went under and we will probably never get more expedition games.

We hardly ever get historical games anyway, and the concept was great(despite the "gender equality" BS they insisted on and so and so).
 

Goral

Arcane
Patron
The Real Fanboy
Joined
May 4, 2008
Messages
3,566
Location
Poland
I've just finished playing it on hard difficulty (completely blind) and am glad I haven't started with insane. Without meta-knowledge I would most likely not finish it on the highest difficulty (had I started it with) since some missions required that we would utilise lesser team which was less than optimal. What's worse, we were being given random characters that often had very badly chosen skills plus poor weapons and armour. That could be mitigated somewhat if we would give them loot of the main cast but that was just too much trouble in itself and I preferred to play with handicap. In general there was way too much RNG for my taste, way too much pointless walking (this game made me appreciate Age of Decadence's teleport function even more), legion's battles were a waste of time, plot is way too woke (Wakanda, strong women, intelligent niggers which is an oxymoron, faggotry, etc.) and overall I have mixed feelings about this game. There are many, many things that annoyed me (see the list below), wokeness especially but the game shined during some missions and fights in general were interesting.

Sextus sells kitchen knives but we can't buy them, we have to defend with our bare hands (or a broom or a knife that we hid that I didn't bring because I didn't think it would matter that much).

AI is retarded, I have to manually click where to go because otherwise followers get into traps or fall on the swords on their own.

Enemies escape areas hit by catapults but allies don't, they willingly step into the red zone, lol.

Pointless walking (especially egregious in areas where there are 3 points of interest at most like streets of Rome), having to click on things instead of looting all.

We need to see turns of enemies even in situations where it's certain there will be game over screen.

In a Maddur quest he knows about our betrayal as if he had cameras there. The results speak for themselves, sure, but it should have been written better.

During battles it shows that I can increase morale from 100 to 106 but that's impossible. Retarded.

When pretorians (and enemies in general) are killed we can't loot them. We also can't take torches from the fire after battle.

Game is still bugged, at one time the world time was going indefinitely while I (main character) was healthy in the infirmary. It showed "remaining hospital time: 0h" but time was running out.

You can't resupply water in your cities unless you have garrison there, which makes it tedious since we HAVE to replenish water regularly. That's probably one of the reasons why we're forced to conquer cities one by one, closest to each other, we can't go to the end of the map.

I can't play like I want to, I have to balance my answers and actions so that every praetor would be satisfied lest he mutinies.

Utterly stupid, why would I have to read schematics when I know nothing about smithing? After getting the schematics we should be able to craft it immediately, this extra step is just a waste of time.

VIXI being tatooed so that they could be easily recognized, everyone getting killed by Lurco and him having better assassins than even a consul has guards, etc.

Tacticals can only be taken during combat even though they haven't been used (that I can understand in a way).

MC gets the lowest amount of XP, WTF can't I take him into missions and have to use retards instead? It just makes everything tedious because for optimal results I should swap the best loot from my main praetors to these secondary ones (so I'm not doing that which makes fights longer and more tedious but at least I don't have to spend 30 minutes in the inventory).

I've recruited Deianeira late and she was lagging behind making her less than optimal. Due to her specialization she couldn't be brought to most missions where secondary praetorians had to be brought because most of them was of the "kill them all" variety (which made them boring and tedious). Retarded. In general XP system is stupid and it doesn't allow for much versatality.

Sextus won't create Idol of Mars that's necessary for a banner if you won't do it almost immediately (but he will create idol of Jupiter). Retarded.

You can stand in the hex where your fallen comrade is but you can't heal him then. Clicking on some objects in general is often problematic (e.g. chests can't be clicked on if there's a group of characters nearby).

Linear gameplay, immortal characters and retarded actions made by our protagonist. We can't kill Lurco for example, he must survive, we can't prevent ambush either even though it's obvious it's a trap (Calida's "How did I not see this coming?" was unconvincing to say the least). Syneros has to try the food even though there is no reason for the MC to eat it, especially since after n-th attempt on his life he should know Lurco's MO. Same goes for Lurco letting us live for no good reason (other than plot-armour, so no good reason) or us admitting that we've killed his praetorians in the enemies' lair where there shouldn't be any witnesses besides us and Gauls.

If Flavius was so important and knew so much the VIXI would surely change locations once he didn't show up.

After being ambushed and betrayed by one of the Gaul kings MC willingly walked into the stronghold of the most powerful Gaul king. Brilliant.

VIXI having a base in Verc's city is just stupid. How the hell no one noticed it?

We can't skip end slides.

I'll probably try it on insane difficulty now that I know what to expect and how to build my characters and to see different outcomes after making different decisions (like killing Cleaopatra instead of saving her or choosing a different Asia Minor vassal), although I know that it won't change much in the end. 7/10 game IMO.
 

lycanwarrior

Scholar
Joined
Jan 1, 2021
Messages
1,469

Expeditions: Rome gets free update soon, get into the beta today​


https://thqnordic.com/article/expeditions-rome-gets-free-update-soon-get-beta-today

Expeditions: Rome gets free update soon, get into the beta today​


Patch 1.6 - Patchnotes

Ave Legate! Bet you weren’t expecting a patch for Expeditions: Rome, but here we find ourselves never-the-less. Though it’s nearly Halloween, there is nothing spooky about this update.

Motivated by a surge in discussion on the forums after a recent sale, we’ve put together a small but substantial patch to address the issues we’ve seen reported most frequently. While we were rummaging around in the project files already, we made a few improvements to the gameplay, most notably changing the way pacification missions are started so it matches what’s happening in the fiction (you’re sending people to handle it, not going there yourself) and adding an option to disable them completely – particularly handy for second or third playthroughs when you just want to get on with the story.

You’ll also notice new colours and emblems in your customisation menu. On release, we had themes that were designed for specific streamers or Twitch promotions, which could only be unlocked by connecting your Twitch account and tuning into those streams. Since such promotions are now in the distant past, we decided to just let everyone have them by default. We even added a handful of new themes that were never released before! Enjoy these fancy new styling options for your praetorians and legionaries.



How to get the update:

This update is currently available on Steam on a beta branch. To access this branch and switch your game to the new version 1.6, please open your Steam library, right-click on Expeditions: Rome or the Expeditions: Rome Demo, and choose “Properties”. Switch to the “Betas” tab and enter the following code into the “Private Betas” text field:

Full game: Opuna4Irik44
Demo: rgTTGnf9sh4G

Once you’ve entered the code, press “Check Code”. You should get a message about a new branch being added. Click the blue button to switch to the new branch. You can also select between available branches by clicking on the dropdown in the top right corner of the screen.

After the update is applied and you’ve started the game, you should see a new version number in the main menu, beginning with 1.6.

Gameplay improvements:

No unique items drop randomly anymore. The handful of unique items that formerly did so are now spread across Act 1 and the first half of Act 2. Additionally, some predetermined Linen drops have been added as well to increase the availability of that resource.

Changed the flow of Pacification missions so you no longer have to run your world map avatar to a level entrance point: When you retrieve a Pacification mission, you now get to assign the Companion and Praetorians directly from the conversation with the Primus, which will start a timeline event. You can then proceed as normal, and when the timeline event triggers, the selected party will enter the pacification level.

New Game Option: Disable Pacifications. This option disables turn-based pacification missions (except the first tutorial pacification), forcing all pacifications to be of the Legion mission type.

New Game Option: Auto Praetorian Management. This option disables the need to manually equip gear and select skills on non-companion praetorians and automatically handles this for the player. You will still need to manage your own character and main companions.

Adjusted Rural Village pacification “Burn Lumber” to only require you to burn 9 of the 12 stacks of lumber.

Adjusted the Rural Village pacification “Save Legionarii” to be slightly easier.

Adjust the Forest Caravan pacification “Protect Official” to be slightly easier.



Customisation unlocks:

All themes, emblems, and trophies from Twitch drop campaigns are now available by default for everyone.

Added one additional colour theme unlock for players who also own Expeditions: Viking.

Added one additional colour theme unlock for players who also own Expeditions: Conquistador.

Added one new colour theme unlock to each of the two primary Act 4 paths.

Added the THQN theme and emblem as a default unlock.



Fixes:

Fixed a bug that could cause the game to freeze after starting Act 4 on the Die is Cast path (previously, this freeze could be resolved by pressing escape twice and waiting 10 seconds).

Fixed a mistake that caused the unique item Spectacle to drop as only a schematic instead of the actual item. This fix is retroactive: When loading an existing save, if you have the schematic, you will now receive the actual item.

Changed the piercing damage affix of Tutankhamon’s Dagger from a % modifier (that didn’t do anything on this weapon) to a corresponding flat addition modifier. Note: in existing save-games you will need to dismantle and recraft the weapon for this to take effect.

Fixed a bug that caused the Gracing Shot skill to receive its accuracy penalty twice.

Fixed a bug where a specific sequence could cause you to get stuck in the Golden Wolf quest during the step where you must talk to Lunja. Existing saves stuck in this state should also now resolve themselves upon re-loading in the new version.

Fixed an issue where in most cases you were unable to craft Tier 2 and 3 version of the Cocles unique armour.

Fixed a bug where observatories could sometimes spawn unreachable loot.

Minor tweak to the navigation mesh in the Africa world map.

Added missing male snoring sounds to ambient sleeping animations.
 
Last edited by a moderator:

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,396
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Who did the update? The studio and its successor both shut down.

New Game Option: Auto Praetorian Management. This option disables the need to manually equip gear and select skills on non-companion praetorians and automatically handles this for the player. You will still need to manage your own character and main companions.

This will make the game much more playable for some people here, I suspect.
 

Vorark

Erudite
Joined
Mar 2, 2017
Messages
1,439
Wonder why it took them so long to implement this, it's been one of the biggest complaints since launch.

Edit - Someone on Steam asked who's working on the new update and the answer was:

All we can say at the moment is that the update is provided by THQ Nordic and made people who worked on Expeditions: Rome
 
Last edited:

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,829
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Probably just some ex-dev paid contracting, not necessarily a Studio.

Or, possibly even more likely. Some of the programmers/designers did some gratus stuff in their spare time and said to THQ hey can we push this out in an update.
 

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