Medieval 2: Total War
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CaptainCox
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PostPosted: Fri, 23rd Feb 2007 17:33    Post subject:
Fixes list for the forthcoming Medieval II Update (its pretty big but here goes)

Quote:
Thursday, February 22, 2007
Medieval II Update 2 Features List
Hi guys,

We have received the features and fixes list for the forthcoming Medieval II Update overnight from Wikiman at CA Australia.

Primary features for Update 2:

1) The Launcher
2) Fully implemented Hotseat mode
3) Cinematic Editor
4) Battle Editor (now fully functional)

Resolved Bugs/Issues:

AI
• Units do not clump together when told to complete a 180 degree turn.
• Janissary Musketeers now fire consistently.
• Enemy AI army formations in bridge battles now allow their own artillery to fire.
• Enemy cannons do not fire at unbreakable walls.
• Grouped archers out of ammo will attack enemy units in melee combat when ordered to do so.
• AI does not deploy outside of enemy gates.
• When defending an enemy settlement with multiple exits, taking your army out of the side/back door does not make it easier to defeat the enemy.
• Siege AI is not passive.
• Cavalry can now charge a spearman army.
• General's bodyguard unit now marches correctly outside castles.
• AI now effectively assaults 2nd tier of a Fortress.
• Sallying AI army now reacts properly to being assaulted from 2 sides
• Attacking Siege AI concentrates on taking the settlement rather than chasing down units outside the settlement.
• Generals are now more effective at chasing down routing units.
• Enemy AI reacts to being bombarded with Trebuchets while inside a settlement.
• Siege AI now more difficult to defeat if player places missile units outside the walls.
• AI controls it units more effectively in a Citadel
• AI artillery more decisive in its positioning
• Remaining AI army now advances to use siege equipment
• AI Cavalry can now flank a Spear Wall
• AI now responds to missiles when sieging settlements
• AI now crosses bridges to attack
• AI responds more quickly to gates that have been opened by Spies (while sieging).
• Units do not break formation when chasing routers
• Enemy AI effectively attacks when player's units in a settlement square
• Enemy AI now utilises spare rams
• Improved enemy AI response to stakes
• Shortened Siege attack timers
• Enemy AI will no-longer send out General's bodyguard on a suicide mission while defending

Diplomacy
• Improved responses to monetary offers
• Bribery attempts do not always fail after an unsuccessful first attempt
• Diplomatic 'Just Rejected' response no-longer to 'Not Interested' response to counter-offer, no matter how generous
• Aztecs now appear in the correct year (for diplomacy actions)
• Generals in a Crusade do not get inquisition
• Improved diplomacy mechanic - AI Factions now stick with alliances and/or attack 'more intelligently'

Crash
• Soft-locks in MP Lobby no-longer occur
• Host random hangs fixed
• Resolved issue with client CTD when host ends game that client is joining
• Auto-resolve Siege battle hangs fixed
• Siege tower catching fire no-longer causes random hangs
• Random hangs after loading Campaign save game

Pathfinding
• Battering Rams no-longer stuck in gates
• Ship movement area fixed
• Ram crew no-longer stuck between rams
• Northern European Castle terrain fixed to allow docking of towers
• Improved use of ladders
• Southern European Fortress wall fixed to allow docking of towers
• Improved the way units use Way-points
• Siege of Setenil slow-down tweaked
• Units no-longer become stuck on canyon walls on 'Canyon' map
• Units do not ascend/descend invisible ladders
• Units do not get stuck on Siege towers
• Cavalry pathfinding improved when sallying out from a Fortress
• Bridge battle pathfinding improved (units do not constantly reform)
• Citadel and Fortress paths fixed so that units can avoid assaulting inner walls
• Breach pathfinding tweaked

Combat
• Enemy spearmen do not charge with raised spears
• 2H axemen attack tweaked, inc. Attacking Cavalry
• Defending units can no-longer enter a siege tower as soon as it docks with the walls

Mechanics
• Mouse Cursor position now updates when scrolling with the arrow keys.
• Assassination exploit fixed.
• Mission "Reinforce Region" now functions correctly
• Attacking an enemy army from inside a sieged settlement no-longer causes the enemy to lose all built siege equipment
• Fixed two family members (brothers) with the exact same name
• Rudder event now triggers at the correct time
• When an enemy sallies and is defeated you no-longer have to wait for the timer to run out in-order to win.
• Assassin mechanics tweaked
• Mercenary recruitment tweaked
• Diplomatic Information scroll updates correctly.
• Online replays now match
• Slowdown fixed on Desert Sanctuary
• Metallic Resource now support Mines
• Cavalry charges do not fail when charging skirmishing/moving units or if a knight is out of position
• Units can now withdraw on the Eifel Mountains Battle Map
• Construction queue exploits fixed
• The carroccio standard can now fit through the gate on a sally out battle.
• Southern European > Fortress: routing Enemy AI now leaving the map
• Printing press event triggers at the correct time
• Ladder docking/undocking tweaked
• Faction standings tweaked
• Priests no-longer convert to heretics if travelling on a fleet
• Hotseat Game-mode added
• Upper limit added on how long units stay in loose formation for.
• Traits/VnV triggers tweaked

Camera
• Camera height does not drop under bridge in River Po Custom Battle map.
• Camera does not drop below water's surface in Palm Beach, Andalusia and Italian Wars map/scenarios.
• Camera does not show the underneath of a bridge when General is killed on the bridge

Controls
• Drag Deploy functionality tweaked
• RTS camera functionality tweaked

Graphics
• Princess character now greyed out upon death on Family tree
• Venice battlemap ambient building placement tweaked
• Fixed issue with trees disappearing when panning camera
• Added paths to doorways in Southern European Large City
• Added paths to doorways in Southern European City
• Fixed minor lighting issue in Southern European City
• Fixed misaligned platforms in Southern European Large Town
• Tweaked Crusade Army banner
• Fixed texture gaps and unwelded verts on Middle Eastern Huge City buildings.
• Fixed incorrect Tower Path in Mesoamerican City
• Fixed path through wall in Mesoamerican City Wall
• Fixed floating buildings above the battle map in Aztec Gold Scenario
• Fixed floating spikes in Mountain Redoubt scenario
• Added correct image for Paladin ancillary
• Fixed grey reinforcement area that states that 'This army cannot fight in night battles' even though the current battle is not a night battle.
• Added correct image for Aztec Rebel - Native Archer
• Added correct image for Aztec Spearmen
• Fixed floating torches in SE Citadel courtyard
• Garrison quarters no-longer change to Town Guard when in Construction queue
• Armoury building image in construction queue no-longer changes to an armoury
• Fixed issue with Trebuchets sometimes disappearing when zooming in close
• Fixed maps have the winter option but don’t have winter texture on the battle map
• Night attack selection tick and reinforcements do not disappear if user selects night attack option and then views enemy army details.
• Fixed officers not animating while riding
• Removed trees in the water in The Battle of Otumba.

Deployment
• Units can no-longer be deployed on inaccessible sections of wall
• Fixed deployment issues with Southern European Wooden Castle on either side of the main gate.
• Units no-longer deployable in buildings in Mesoamerican City

Collision
• Ballista collision improved
• Southern European Citadel gate collision improved
• Middle Eastern Gatehouse collision improved
• Issues with units getting pushed into areas that can't be deployed into.
Battle Editor/Cinematic Editor
• Numerous issues with both editors fixed and improved so that they can be released for public use.

UI
• Mission scroll hotkey added
• Financial Details hotkey functionality and tooltip added
• Reveal/Advance advice hotkey functionality added
• Battle Tutorial Dismiss advice functionality added
• Magnifying glass added to Disaster Strikes scroll
• Princess appears correctly on family tree
• Chat Window errors fixed
• Family Tragedy scroll triggered correctly
• Console text appearance tweaked
• Now possible to launch game from autorun launcher
• Fine Grain time control added (accessible by holding Shift and clicking + and - on battle UI)

Save/Load
• Loading saved game of the same turn no-longer allows user to keep both allies when they declare war
• Russian and Czech autosave fixed

Audio
• Movement_Embark speech now triggered correctly
• Allies breaking through gates of citadel now triggers correct speech
• Battle ending in draw when timer runs out now triggers correct speech
• Campaign Map interface sounds added
• End Turn sound now fades out nicely
• Win/Lose music is now representative of the Faction
• Enemy King killed speech now triggered
• Enemy Reinforcements arrive speech now triggered correctly
• Player Army Tired Battle Event Speech is now triggered.
• Player Army Half Gone Battle Event Speech is now triggered.
• Enemy Army Half Gone Battle Event Speech is now triggered.
• Player Under Attack Idle Battle Event Speech is now triggered.
• Player Winning Combat Battle Event Speech now triggered correctly.
• Player Losing Combat Battle Event Speech now triggered correctly.
• Leaves Fleet speech now triggered correctly.
• Player Tide Of Battle Up Battle Event Speech now triggered correctly.
• Player Tide Of Battle Down Battle Event Speech now triggered correctly.
• Muslim Enemy General Killed Battle Event Speech now triggered correctly.
• Christian Enemy General Killed Battle Event Speech now triggered correctly.
• Allied General Captured Battle Event Speech now triggered correctly.
• The "spy infiltrated our settlement" audio/speech is now played when "Start battle" is pressed during cutscene
• Correct region music plays when loading a saved campaign game.
• Added sound trigger for planting archer stakes in ground.
• Clicked-on characters on the Campaign Map no-longer stack their audio response if clicked multiple times.
• In the Historical battles, Battle of Otumba and the Battle of Hastings the music speeds up when you attack
• Other minor audio tweaks also carried out.

Text
• Minor grammar/spelling errors fixed


Source http://www.totalwarblog.com/


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ady5




Posts: 263
Location: A planet near you
PostPosted: Fri, 23rd Feb 2007 20:03    Post subject:
Holy sh...Roman Empire, that's a long list. Thx for the update CaptainCox
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puxili




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PostPosted: Fri, 23rd Feb 2007 20:32    Post subject:
I LOVE the hotseat feature. Very Happy
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-=Cartoon=-
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PostPosted: Fri, 23rd Feb 2007 21:30    Post subject:
how would hotseat mode work in this game...

U would have to have all the battles on auto wouldnt u
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whoreable




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PostPosted: Mon, 9th Apr 2007 08:12    Post subject:
1.2 patch released.
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Da_Junka
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PostPosted: Mon, 9th Apr 2007 13:26    Post subject:
Patch 1.2 withdrawn
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Da_Junka
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PostPosted: Mon, 9th Apr 2007 13:27    Post subject:
Unofficial Patch 1.2 leaked.
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-=Cartoon=-
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PostPosted: Mon, 9th Apr 2007 13:31    Post subject:
lol
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Surray




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Location: Europe
PostPosted: Wed, 11th Apr 2007 16:32    Post subject:
Does anyone happen to know a download link for patch 1.2?

People have reported it to work fine if you use it on a fresh install and skip patch 1.1 so I'd like to try it but can't seem to find a link that's still active.


Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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KeyserSoeze




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PostPosted: Wed, 11th Apr 2007 16:48    Post subject:
Any change log?
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Da_Junka
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PostPosted: Wed, 11th Apr 2007 17:22    Post subject:
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RazorsEdge




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PostPosted: Wed, 11th Apr 2007 17:43    Post subject:
Is that patch about 600Mb big?
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ginge51
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PostPosted: Wed, 11th Apr 2007 17:48    Post subject:
RazorsEdge wrote:
Is that patch about 600Mb big?


no its 97.1 meg Wink
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Surray




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PostPosted: Wed, 11th Apr 2007 18:53    Post subject:
Yes the patch is about 600 mb, adds a whole lot of stuff, thanks for the link Da_Junka
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Da_Junka
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PostPosted: Wed, 11th Apr 2007 19:42    Post subject:
Your welcome.

Yes 613 meg to be precise, and it's very good turns a good game into a great game.
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KeyserSoeze




Posts: 800

PostPosted: Wed, 11th Apr 2007 21:18    Post subject:
Da_Junka wrote:
Patch 1.2 withdrawn


why?
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Da_Junka
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PostPosted: Wed, 11th Apr 2007 22:57    Post subject:
Also here.
http://www.torrentspy.com/torrent/1121973/MIITW_Update2_Final_EFIGS_exe

Withdrawn because of problems with the installer, to get round this you need a clean reinstall of M2 then install update 2, do not install update 1.1, or you may get problems like CTD and bugs not being fixed.
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CrossWire




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PostPosted: Thu, 12th Apr 2007 21:12    Post subject:
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HoLyMaN




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PostPosted: Thu, 12th Apr 2007 22:31    Post subject: ....
Soo...it's Officialy out?or just beta?
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CrossWire




Posts: 208
Location: I make one tiny mistake and
PostPosted: Fri, 13th Apr 2007 15:16    Post subject:
No, it was the official patch then was withdrawn on the morning of release because of issues with the patch but everybody that is playing with the patch 1.2 havent as yet found any issues. It seems to all work fine.


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outofhere




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PostPosted: Sat, 14th Apr 2007 01:40    Post subject:
so does this patch make a big improvement to the AI?
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outofhere




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PostPosted: Sat, 14th Apr 2007 06:18    Post subject:
i take it that the patch won't work on the reloaded release correct?
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D4rkKnight




Posts: 801

PostPosted: Sat, 14th Apr 2007 09:19    Post subject:
Yes it improves the AI noticeably, I believe they improved the fighting animation a bit but it still needs more work. I can't comment much on the campaign, I'm playing with the new stainless steel + ultimate ai mod so its pretty different.
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CrossWire




Posts: 208
Location: I make one tiny mistake and
PostPosted: Sat, 14th Apr 2007 10:37    Post subject:
It really does improve AI, you have to watch the AI player, he has become sneaky and sometimes does things totally unexpected, diplomacy is a prime working feature and actually means something to game play now.


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outofhere




Posts: 180

PostPosted: Sat, 14th Apr 2007 12:15    Post subject:
D4rkKnight wrote:
Yes it improves the AI noticeably, I believe they improved the fighting animation a bit but it still needs more work. I can't comment much on the campaign, I'm playing with the new stainless steel + ultimate ai mod so its pretty different.


what is the ultimate ai mod, and where can i get it?

is it compatible with the 1.2 patch?
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ginge51
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PostPosted: Sat, 14th Apr 2007 13:57    Post subject:
outofhere wrote:
D4rkKnight wrote:
Yes it improves the AI noticeably, I believe they improved the fighting animation a bit but it still needs more work. I can't comment much on the campaign, I'm playing with the new stainless steel + ultimate ai mod so its pretty different.


what is the ultimate ai mod, and where can i get it?

is it compatible with the 1.2 patch?


heres the website.
http://www.twcenter.net/
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Ancient78




Posts: 518
Location: Unknown
PostPosted: Thu, 12th Jun 2008 15:24    Post subject:
Medieval 2 Total War Kingdoms Update 1.5 CRACKED-DETONATiON

if any one still cares about an update for this Smile

 Spoiler:
 


Last edited by Ancient78 on Thu, 12th Jun 2008 16:20; edited 1 time in total
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LeoNatan
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PostPosted: Thu, 12th Jun 2008 16:08    Post subject:
There's actually a TW Kingdoms thread, you should have posted there.
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Ancient78




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PostPosted: Thu, 12th Jun 2008 16:13    Post subject:
i didnt notice that there is another thread ...thanks for pointing that out, i already posted there Smile
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