Whilst in battle, select individual units by left-clicking, or select multiple by left-clicking and dragging a box around the desired units. Not wanting to miss out my friend and I decided to spend 15 minutes giving them a go. The CA rep had set up a pitched battle between a force of Romans and Celts to demonstrate the new controls.
In Campaign modes, the number of siege equipment entries is now capped to be the length of the siege — 1. Units that charge while in formation e. Reduced the chance of AI enemy reinforcements and the players reinforcements joining a battle from the same location and therefore engaging in combat instantly in battles from Campaign modes.
Morale bonuses from training and religious building chains have been reduced in Campaign modes. Instead, these buildings now give more varied bonuses to the units.
Squalor and food consumption have been rebalanced reduction for higher-level buildings in Campaign modes. Improved the desynchronisation detection in Multiplayer Campaign mode, and players are now given a popup message when a desynchronisation has occurred, with the options to resynchronise the game to continue, or quit the game. In Multiplayer Land Battles, when deployment is over, enemy armies will no longer be visible, when they are supposed to be hidden, for a couple of seconds before fading out.
In Multiplayer battles, a player who has conceded defeat will now turn into a spectator. They can then exit the battle if they want to. When on the campaign map, if an agent is placed close to the edge of an enemy settlement as it expands builds a building in a construction slot the agent is now teleported out of the way of the expansion, so they do not become stuck within the settlement. If the agent was already stuck in an expanded settlement before this update, they will remain stuck, and have to be disbanded.
This update will prevent this situation from happening in the future. The Tortoise battering ram animation has been tweaked slightly so it collides with walls better, at the point of impact when a wall is destroyed. Selecting Dismount on mounted units continuously during deployment in battles will move the units towards their last ordered position less after dismounting.
During battles, if a cavalry unit is ordered to move to a location, and then ordered to dismount, the men will now dismount but not continue to move to the previously ordered location.
Improved some visual effects for during battles. Better burnt version of buildings with burning embers, and running water down roofs and vertical surfaces in rain. Fix for the Campaign map terrain disappearing when repeatedly toggling between the Campaign Map and Campaign Tactical Map.
Province level bonuses such as edicts with food bonuses are now taken into account in the food level displayed in a province overview in Campaign modes. Settlement labels on the campaign map are now positioned more accurately and no longer get offset from the settlements. In the Province panel in Campaign modes, provinces can now be sorted by their level of food production. Several Eastern buildings now correctly consume food instead of either not consuming anything or giving contradicting public order effects in Campaign modes.
The Qanat building in the Eastern agricultural chain now produces a small amount of food in campaign mode. The players armies in Ambush stance will no longer move by themselves in Campaign modes, which happened on rare occasions. In Campaign modes, the culture that Consecrated Grounds belong to is now displayed in their title, to make it clearer why they need to be converted. The first building in the equipment chain E.
Workshop for Hellenic, Quartermaster for Eastern etc. In battles, men who have already boarded an enemy ship no longer jump into the sea once their ship has started to sink or back onto their sinking ship. Men who remain on the sinking ship still jump into the water. When an agent is selected in Campaign mode, and the player right clicks on a settlement to sabotage the enemy, the menu will no longer act erratically.
When the player had a subject to deal with in the politics screen and the subject had an infamy effect, this effect once seen persisted in being shown for all other characters even if the subject is dismissed. This has been fixed. Fix for some misaligned text on a tooltip displayed when a settlement with a port is blockaded by an enemy, and the player selects the enemy and places the mouse over the settlement.
Improved small glitches with Campaign selection markers and Forced March visual effects sometimes being displayed in the wrong positions when units move. Two pieces of advice from the Battlefield Advisor relating to flanking were mixed up in Italian and Spanish. These have now been corrected. Fixed a couple of instances where what the Battlefield Advisors was saying did not match the text displayed in Spanish. Some steep terrain in a Greek Minor Port battle map has been levelled out, to stop ships from going under the beach when they disembark.
Boiling oil poured from gate houses in battles will look better where it intersects with the ground. Improved impact animations when pig carcasses hit the ground when fired as poison rounds form artillery in battles.
While crossing rivers in battles, units footsteps now default to mud sounds instead of water sounds. Seriously, check out the list of changes on this next patch. Total War Rome 2 Patch Download There are so many other changes though that it becomes difficult to pick and choose from the list. Here have a looksie: Technical and Performance Issues Significant improvements to multiplayer campaign speed, which is now limited by the slowest players machine.
Fix for lock-ups reported on loading into battle in DirectX9. Fixed a bug in the Graphics Benchmark frame rate display that reported the wrong per-frame time. LAN multiplayer modes are now accessible when Steam is in Offline mode. Further campaign map optimisations.
Optimised fire and smoke effects on the campaign map improving the frames per second on all graphics setting, especially during the late gameplay where all faction territories are revealed Fix in Multiplayer Campaign, after Player 1 offers diplomacy to Player 2, Player 2 made a counter offer, then cancelled the offer, which caused the game to lock up for Player 1.
Fix to prevent the games user interface from flickering when SLI is enabled. Combined battles where the defender has a navy will retain their Victory Point. Victory Points have had their capture time increased by 3x their previous length. Fixed issue in battle AI which prevented siege assault groups from responding to nearby threats.
Resources Blog Articles. Menu Help Create Join Login. Add a Review. Get project updates , sponsored content from our select partners, and more. Full Name. Phone Number. Job Title. Company Size Company Size: 1 - 25 26 - 99 - - 1, - 4, 5, - 9, 10, - 19, 20, or More. Get notifications on updates for this project. Get the SourceForge newsletter. JavaScript is required for this form.
0コメント