<img align="right" src="http://www.fz.se/bildarkiv/images/Medieval_2__Total_War/09.thumb.jpg" width="128" height="96" border="1" hspace="5" vspace="5" style="border: 1px solid black;"></img>Det har varit förvånansvärt tyst om det hyllade strategispelet #Medieval II: Total War efter premiären i höstas, men helt utan förvarning kommer i dag en uppdatering modell grov - drygt 600 megabyte för att vara exakt. En titt på readme-filen förklarar dock storleken; det rör sig om ansenliga mängder justeringar, bland mycket annat har kraschbuggar åtgärdats, enhetsbalansen och banverktyget har justerats och AI-intelligensen är förbättrad. Ett utdrag ur ändringsloggen hittas nedan (den fullständiga ingår i nedladdningen) och patchen hämtas från vårt filarkiv.

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Medieval II: TW v1.2 contains the following changes:

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.

Improved Siege AI.

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 traveling on a fleet

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.

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