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Thread: Rome 2 Patches, Hotfixes, Betas and Such (patch 17 live!)

  1. #61
    Stranger in a strange land Moderator Hooahguy's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    This was posted by CA onto Reddit regarding the next patch and the future:

    Heya guys, Just wanted to post up a thread that went up recently in terms of what we are working on next, gameplay-wise. I hope this information helps clear things up and that we are listening to feedback and it has been nothing but appreciated. You can find this thread here: http://forums.totalwar.com/showthrea...are-working-on[1]
    Or, if you don't mind, I will copy and post the thread here: "As you have already heard, the TW team is currently working flat out to fix issues with the game. The highest priority has been given to technical and performance issues, but we are also working on changes that affect AI performance (on battle and campaign).
    It’s worth noting that the issues some players are reporting regarding AI behaviour are primarily a result of bugs influencing the input the AI receives before deciding how to react. The brain itself is working but the info it gets isn’t always appropriate.
    Like a soccer forward whose team don’t always manage to get the passes to him, he can do all the incredible shots on goal he likes, but he’s going to look silly without a ball.
    Of course, that makes no difference to the player, because the end effect is the same, the AI doesn’t perform as it should in some situations. However, it does mean that as various other fixes go in the AI starts getting the right info and you’ll start seeing those issues go away.
    Because AI changes have to be effective across all situations in the game, and not create any knock-on problems, they are much more complicated to test, so it’s not always possible to release updates that affect the AI as quickly as we would like – but we are doing everything we can. Over the coming weeks you will begin to notice changes to the AI in campaign and battles as we patch the game. We will also let you know more about those changes as we roll them out.
    Beyond technical & AI considerations, various gameplay issues have also been raised, and we wanted to comment on just a few of these, and make a start by explaining some of our thinking behind what’s in the game, and what we intend to do in the near future.
    We’ll comment on campaign issues soon, but first – battles.
    Capture Points
    There has been a lot of hostility to capture points – at least outside of standard siege battles. The battle design plan was for 2 main instances of this kind of battle:
    First, when you have a combined battle (land forces and navy fighting on an open field). The capture point was added to force a fight for control of the land, avoiding the situation where a defender, with a reinforcing navy, would be untouchable and thus undefeatable for an attacker without a navy.
    The second situation was for an attack on an over-extended enemy army caught in “Forced March” stance. Here the capture point was introduced to reduce defender advantage, and introduce a change in tactics, requiring the defender - who was meant to be on the back foot & unprepared - to defend positions they may not want to defend.
    Outside of settlement sieges, the plan was to create a variety of battle experiences in specific circumstances, with a variety of tactical scenarios. The frequency of capture point battles was not intended to be high.
    So for patches 3 and onwards, we’re currently testing a number of changes:
    First off, attacks on armies in forced march will be ambush battles instead. Ambushes are very intense and have a clear penalty to the defender who is attacked as they are more likely to be overwhelmed by well-prepared attacking forces. It is important there’s a risk to committing to a Forced March stance, and this should help make that more apparent.
    Secondly for combined battles, we’ll make sure a capture point only appears when there actually is a reinforcing defender navy taking part in the battle. In all other combined battle instances the capture point will not be present. Thirdly we’re increasing the time required to capture the point, to improve the gameplay in the few remaining situations that instigate capture point battles. Small forces making a dash for a strategic position while the rest of the enemy is engaged and distracted should still be a viable and creative tactic if it can be pulled off, but this change will increase the chance of both sides reacting to that in a more realistic way.
    Fourth, follow up attacks - attacking a defeated, retreating army - will be treated as a normal battle with any penalties that are accrued as a result of campaign game situation, and the inability to retreat any further without being destroyed.
    As a result of all these changes, the frequency of capture point battles should be significantly reduced. We are looking at alternative mechanics to resolve combined land & naval battles. We will talk more about this when we feel we have tested and tried out the possibilities and settled on the best solution.
    Guard Mode and Unit ‘Blobbiness’
    A number of people have expressed disappointment that we have removed the Guard Mode button. In fact (as many have realised), guard mode behaviour has not been removed – it is now an inherent property of units: they have guard mode behaviour by default. If you want units to chase down routers & retreaters, you have to order them to do so. However, some unintended pursuit actions are occurring and will be fixed in upcoming patches. This should improve some of the line cohesion issues people have been raising. Also, we have fixed an animation control code bug where formed units have not been fighting in a formed manner, causing some “blobbing” issues.
    The design intention was to have some unit types (e.g. some less disciplined barbarians) fight in an unformed manner, so on contact that unit would ‘collapse’ into the enemy to find individual targets. Formed units (e.g. your disciplined Roman legionary) are intended to fight in a more rigid manner and try to hold their formation cohesion as much as possible (meaning some unengaged men would stand in position and not seek an enemy target). A specific formed combat bug has been fixed in the forthcoming patch 3, which should significantly improve formed melee behaviour.
    We also intended for some traditionally unruly units to not behave as though in guard mode, but instead be undisciplined in their behaviour, and disregard attempts at holding the line if their opponents retreat or route. We are looking at the behaviour of this currently.
    Speed of Battles
    In terms of battle speed, we are looking to tweak combat with on-going stat balance improvements. We are looking at reducing some run speeds, combat speed, and some morale balancing, but of course it depends on the campaign situation too – strong, disciplined troops are intended to rout light undisciplined men with ease. We also wanted to allow scope for the campaign-derived morale buffs to be significant, but not overpowered. This means un-buffed morale for some weaker/ lighter units needs attention… stat balance updates are coming. We’re also looking at improving missile balance overall.
    The first part of this rebalance is in patch 2 with reduction to infantry run speed and tweaks to the morale system with more significant changes in patch 3. We’ll be keeping an eye on community feedback after these patches come out and make further changes based on that.
    Special Abilities
    A variety of opinions have been expressed about special abilities. To be clear, our design intent is that they are not necessarily meant to turn the tide of battle on their own, nor are most meant to be used all the time and frequently throughout a battle. The design is for them to be used in certain circumstances to provide a reasonable bonus, and for there to be real choice in when players use them. They are not meant to be “magical” and are based on real world behaviour expressed in a game setting. For example: Rallying calls to units, urging your tired troops to fight harder, getting men to run faster by pushing themselves to the limit, calling on their loyalty, threatening them and so on.
    We are looking at making a number of changes, particularly in relation to the cool down times and the effects of some abilities. This is a current focus of ours and once we have more definitive plans of what we will be doing with them balance wise we will let you know. Do expect to see changes in patch 3 and upcoming patches. We are also looking at changes to when and how some abilities are triggered and improving their behaviours. These changes can’t always be instant as there are interconnections between Campaign and Battle.
    Naval Battles
    Many have raised concerns about the balance between transported units and naval ships in naval battles. We are looking at relative strengths of these as well as potential changes on the campaign map as well to improve this situation.
    The design intent was that transported armies are weak and vulnerable. Thus moving an army without an escorting fleet should be a bigger risk if they encounter a sufficiently well-armed attacking force. We are looking to address this issue. You will see the first parts of a series of changes in both patches 2 and 3 with further changes occurring in later patches. Some of these changes need to be made across both campaign and battle so aren’t trivial to achieve.
    PS: On a point of History
    We always look to history for inspiration and if there is any mention of something that seems fun we use that as a basis for a game mechanic. As an example some people have asked where we got the idea for flaming javelins from. Our source in this case was primary. Please refer to Caesar’s Commentaries on the Gallic and Civil Wars.
    We hope this not only shows you all that we are looking at raised issues and are making changes to address them but also the design intention behind some of the features in the game as well. These changes will not all come in one update, but we have a number of updates planned already and are working on those full time. Thank you for taking time to read this and for your continued support."
    Thank you for taking the time to read this, Reddit!<3
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  2. #62
    Strategist and Storyteller Member Myth's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Look's like they're paying attention and imroving the game I hope they fix the horrible siege defense lag I'm getting on occasion.
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    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
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  3. #63
    Stranger in a strange land Moderator Hooahguy's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    I hope so too, but this makes me really happy, it truly looks like they are putting in the effort to listen to the community.


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  4. #64
    Senior Member Senior Member Barkhorn1x's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by Myth View Post
    Look's like they're paying attention and imroving the game I hope they fix the horrible siege defense lag I'm getting on occasion.
    Yes, agree and I am happy to see the new capture point treatment and the commitment to address all issues.
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  5. #65
    Member Member Spoonska's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    I like the idea to turn Forced March attacks into ambushes, but have they ever mentioned anything about the AI always being in forced march? It's pretty easy to catch the AI in forced march at the beginning of a new turn. I just don't want every other battle to be an ambush.
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  6. #66
    Member Member Ituralde's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    I was really looking forward to the second patch, after reading the patch notes. And while the end of turn time has lowered and I appreciate the UI differences, I've had three CTDs in as many hours after the patch, whereas I had none before it. So can't really comment on AI improvements.

    I hope they release hotfixes and I'm looking forward to the further improvement!
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  7. #67
    Dragonslayer Emeritus Senior Member Sigurd's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by Ituralde View Post
    I was really looking forward to the second patch, after reading the patch notes. And while the end of turn time has lowered and I appreciate the UI differences, I've had three CTDs in as many hours after the patch, whereas I had none before it. So can't really comment on AI improvements.

    I hope they release hotfixes and I'm looking forward to the further improvement!
    Same happened to me... I was however trying to continue on my Roman campaign. At one point I couldn't progress as it always CTD'ed during AI movement.
    I started a new campaign and played a few hours without having a single CTD.
    Then I read the notes that saved games wouldn't work... unless you saved them again/overwrote them.
    Aha... loaded my 50 turn Rome campaign, saved it to the cloud, exited the game, reloaded the game from the cloud and haven't had a single CTD since.
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  8. #68
    Member Member Sp4's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by Myth View Post
    Look's like they're paying attention and imroving the game I hope they fix the horrible siege defense lag I'm getting on occasion.
    Oh god yay. And I thought I was the only one with my crap computer.

  9. #69
    Member Member JeromeBaker's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Question on video settings.

    I know pre 2nd patch it was suggessted to lower your graphic settings to aid in performance as the highest end setting was FUBAR.

    Has this been addressed and/or fixed in the 2nd patch? Are people running ultra settings now without issue?

    thnx

  10. #70

    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by JeromeBaker View Post
    Question on video settings.

    I know pre 2nd patch it was suggessted to lower your graphic settings to aid in performance as the highest end setting was FUBAR.

    Has this been addressed and/or fixed in the 2nd patch? Are people running ultra settings now without issue?

    thnx
    I don't know about "fixed", but at least "addressed".

    Upon release, the game seemed to default to "Extreme" (it did in my case, anyway). What happens now is that upon loading the campaign (and again at the start of each battle), the game adjusts graphics settings to a level appropriate for the machine. You get a message stating that the game is altering settings during the load-in screen.

    In my case at least, I haven't noticed any substantial degradation in graphics quality, but I have noticed that the game seems more stable. I haven't had a CTD since loading Patch 2 (which was about a week ago, during its beta). So overall it seems a pretty good change to me.

  11. #71
    Member Member Sp4's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by JeromeBaker View Post
    Question on video settings.

    I know pre 2nd patch it was suggessted to lower your graphic settings to aid in performance as the highest end setting was FUBAR.

    Has this been addressed and/or fixed in the 2nd patch? Are people running ultra settings now without issue?

    thnx
    I could never really run ultra without issues but that is because of my computer. I don't think I ever had any problems in battles. Most of my problems came and are still on the campaign map.

  12. #72
    Bland Assassin Member Zatoichi's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by Myth View Post
    Look's like they're paying attention and imroving the game I hope they fix the horrible siege defense lag I'm getting on occasion.
    I've had a weird slow down that's happened a few times during seige defences - the battle starts at normal speed, but as soon as there's any fighting, everything slows down to about 1/5 the speed except for the camera controls and the mouse, which remain constant. Is that what you're seeing? Only had this since the beta patch 2/patch 2, but I'd not seen anything reported about this anywhere.

  13. #73
    Member Member Spoonska's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Here is the notes for patch 3.

    Code:
    Technical and Performance Issues      
    
    
    • Significant improvements to multiplayer campaign speed, which is now limited by the slowest players machine.
    • Frame Rate improvements on Campaign map on low spec Core2 Duo cpu’s in windowed mode.
    • Fix for lock-ups reported on loading into battle in DirectX9.
    • Frame Rate improvements on Campaign map across all configurations when setting Effects Quality to Low or High.
    • Fix for minor stutters & terrain rendering glitches on some gpu’s when rendering the terrain.
    • 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.
    • Fix for graphics crash caused by changing the games screen resolution shortly after loading a new Campaign.
    • Fix for a crash when performing an agent action on a wounded/assassinated unit in Campaign modes.
    • 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.
    • Improved culling on the campaign map to prevent props (e.g. the pyramids) from disappearing when the camera was set to certain angles.
    • Improved the desktop icon for Total War: ROME II to support multiple resolutions.
    Gameplay Improvements
    • When the player is attacked whilst in a minor settlement (not provincial capital), a new "Sally Forth" button is available on the pre-battle panel to fight the attackers in an open field battle.
    • All armies that are forced to retreat, and then are attacked, no longer have a Baggage Train battle. It is a normal open field battle with any campaign generated penalties applied as before.
    • When an army in forced march is attacked on the Campaign Map, an ambush battle is now triggered, rather than a baggage train Victory Point battle .
    • Combined battles where there is no navy in the defending alliance do not have *Victory Points/Baggage Trains.
    • 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.
    • Attacking AI is now more likely to prioritise taking Victory Points in Siege Battles / City Assault Battles.
    • AI controlled Agents are now more likely to act upon the player's settlements instead of standing around outside of them.
    • Fixed issue in battle AI which prevented siege assault groups from responding to nearby threats.
    • Fixed timing issue in battle AI which could cause the attacking AI in port sieges to stop updating.
    • Substantially reduced free hits from enemies in battles, when moving a unit through enemy units (without attacking them), so units can disengage with less penalty.
    • Smaller and depleted AI controlled forces are now less likely to survive auto-resolved battles in Campaign modes.
    • Cavalry can no longer capture Victory Points in battles while mounted. They can still neutralise the Victory Points if they were previously in enemy control, and capture Victory Points when dismounted.
    • The size / radius of capture points has been increased in Coastal battles.
    • Fix for some instances of passive AI during River Crossing battles, when the AI is defending.
    • Fixed issue which prevented reinforcement artillery ships deploying.
    • Fixed issue in Siege Battles where the AI attempted to use breaches and gates which they could not reach.
    • In Battles, the number of ranks now factor into bracing mass bonus for collision system, i.e. thin lines will make you lose your bracing bonus against cavalry charges from the front
    • Fixed chasing down of routers at the end of battles, so they engage in combat more often and can be killed more easily.
    • Satrapies can no longer sign peace treaties with the enemies of their overlord (but still able to automatically make peace if their overlord signs a peace treaty with the enemy) in Campaign modes.
    • Snow ground type now replaces grass in snow attrition areas of the battle map.
    • Units in Testudo formation will now respond to an order to attack city gates in a City Assault battles.
    • Men throwing torches to ignite gates in battles, now have less chance of failing to throw their torches and hit the gate, if ordered more than once to ignite the same gate.
    • AI houses can no longer secure promotions without first meeting the required age and rank in Campaign modes.
    • Removed old concealed by distance logic, that was incompatible with the newer visibility system. For example, units that are visible at range could look like they were hidden on their user interface, when they could be seen.
    • Pikemen can move out of melee when pike phalanx is active in battles. For example, If only one of the pikeman is attacked, the entire unit will no longer start to be unresponsive to orders.
    • Improved responsiveness of Siege Equipment when dropped and picked back up multiple times.
    • In Campaign modes, the number of siege equipment entries is now capped to be the length of the siege - 1
    • Further improvements to AI collision detection with Deployables in battle.
    • Units that charge while in formation (e.g. block formation) stop sooner on contact with the enemy, to reduce "blobbing" where units converge into a disorganised brawl.
    • Fixed bug with missile units on ships not firing on enemies reliably during battles.
    • Fixed bug with ship artillery not firing on buildings reliably in battles.
    • Fix for ships surviving on the campaign map after sinking on the battle map.
    • Fix missile ships getting stuck when targeting land units just outside of their range.
    • 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.
    Balancing Changes
    • Hit points for all units have been increased in combat.
    • Melee defence has been reduced for most melee cavalry units and for some elite infantry units.
    • Reduced melee weapon damage in battles, and increased melee defence from shields.
    • Various trait effects are now working as intended.
    • Improved pike weapon damage balancing in battles.
    • Fatigue for running and being in combat has been increased in battles.
    • Further tweaks and rebalancing has been made to unit morale in battles.
    • Elite infantry morale has been reduced slightly during battles.
    • Experience level thresholds have been increased for units.
    • Special ability cool down times have been re-balanced in battles.
    • Building costs have been updated to reflect the changes in building effects in 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.
    • Cost of experience bonuses for Custom and Multiplayer battles have been reduced.
    • Squalor and food consumption have been rebalanced (reduction for higher-level buildings) in Campaign modes.
    • The Headhunt ability has been re-balanced in battles.
    • The charge bonus for Celtic, Briton and Germanic units have been reduced.
    • The masses of horses and men on the battlefield have been made more reasonable.
    • Reduced the mass of camel units in battle.
    Usability Improvements
    • The Balance Of Power bar on the Diplomacy screen now shows the correct ratio, rather than just 50/50.
    • 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.
    • When the host leaves the team lobby in Quick Battle multiplayer mode, a new host is found.
    • Improved multiplayer compatibility between players who own the Greek States DLC and those who don't.
    • In Multiplayer Ambush Battles, if Player 1 clicks the "Start Battle" button, and the Player 2 waits for the timer to run out for the battle to start, Player 2 will no longer be locked into Cinematic Mode with limited user interface controls.
    • All battles now end 5 seconds after the victory is decided (This used to be 10 seconds).
    • 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.
    • Fix for battle music getting paused while in slow battle speed.
    • 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.
    • Slightly improve combat responsiveness and animations for formation attacks in battles.
    • Fixed bug with ship artillery not firing at all after using first-person mode in battles.
    • The Attacking Testudo can no longer be activated in melee during battles.
    • Battering rams moves out the way correctly after battering a gate down in battles.
    • 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.
    • Multiple waypoints displayed for units in siege equipment, as previously only 1 was displayed.
    • 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.
    • The number of arrows is now correctly depleted when units fire whilst moving during battles.
    • Correct bonuses are now being applied to units from Workshop buildings.
    • Fixed bug with pike phalanx not getting back into pike stance after running.
    • Charge bonuses are now correctly applied to units recruited in certain provinces.
    • Projectile impact effects hitting units and buildings are now positioned more accurately.
    • Improved fire effects for buildings, siege vehicles and deployables during battles.
    • 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.
    • Damaged visual effects have been improved on the campaign.
    • Fixed Briton Chariot unit attributes.
    • Fix for Scythian horse unit variation.
    • The achievements "Noble Master", "Spymaster" and "Champion of the Gods" now unlock sooner after their requirements have been met.
    • 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 warning message that informs the player that they are not researching any technology when they press the "End Turn" button in Single Player Campaigns is now also displayed in Multiplayer Campaigns.
    • The players armies in Ambush stance will no longer move by themselves in Campaign modes, which happened on rare occasions.
    • Fix for user interface bug showing the wrong tax level on the Province Details panel when the "Tax province" button was ticked in Campaign modes.
    • Culture conversion coming from some characters now correctly shows up as "character" in the culture tooltip, no longer as "building".
    • 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 "Reduces slave population decline" icon in the information panel when placing the mouse over the "Slave Trader" in the Commons buildings section in Campaign modes is now displayed as green instead of red (as it's a positive affect).
    • The first building in the equipment chain (E.g. Workshop for Hellenic, Quartermaster for Eastern etc.) can no longer be bypassed by converting from another faction's equipment chain without researching.
    • Technologies are now required to create the Level 4 Jewelsmith building, to prevent an exploit.
    • Improved ship melee/ramming target selection in battles.
    • Fixed boarding mode button state issues when attempting to board a ship in battle.
    • 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.)
    • Improved Advisor lip sync in various pieces of advice in Campaign modes.
    • Clicking the "Square" special ability as a unit is attempting to man a siege tower will no longer stick the siege tower to that unit in battles.
    • 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.
    • Fixed some inconsistent ability names for General Skill Types.
    • In Campaign mode, Roman "Basilica of X" temples have now been renamed to "Precinct of X".
    • Tooltip regarding the "Armoured Siege Units" technology bonus effects on pre-siege vehicles (all variants of Galleries, Siege Towers, Ladders and Battering Rams) is now clearer.
    • Fixed the tooltip when placing the mouse over the Columns I, II and III for War Exercises, Warrior Code, Tribal Economy and Druidic Council technology trees in the Technology Panel in Campaign modes.
    • 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.
    • Improvements to the wall connectivity in a Greek Port battle map.
    • 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.
    • Fix for a small hole in the terrain in a Greek Minor Port battle map.
    • When the player is defending in a siege battle from Campaign mode, and the enemy partially capture a Victory Point on the battle map, then the player re-gains control of the Victory Point, the Battlefield Advisor will no longer say "Our enemy have lost a victory point".
    • Fix for the Battlefield Advisor sometimes referring to the players own reinforcements as "Enemy Reinforcements" during battles.
    • Added some localisation text and audio fixes for French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
    • Added Stonehenge back to the custom battle map at these coordinates 0.137, 0238 (Iska).
    • Fixed typo on 'Conscription' edict in English.
    • Improved culling of certain rocks on the battlefield.
    • Added French, Italian, German and Spanish localisation to the word "Settlement" in the Agent Action Panel in Campaign modes.
    • Various text and grammar fixes for the Campaign user interface.
    Last edited by Spoonska; 09-20-2013 at 16:19.
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  14. #74
    Member Member Spoonska's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    The only things that bugs me is that squalor and food nerf. In 1.0 it was 12 Squalor - 10 Food for a Lv.4 Capital building. Now it's 10 / 8. Is it going to be 8 / 6 now?

    My concern is province management is just going to become a click fest. I know a lot of the vocal opinion is "I can't build all the cool buildings", but public order and food nerfs are effectively campaign difficulty nerfs.
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  15. #75
    Senior Member Senior Member Barkhorn1x's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Well another VERY meaty patch filled w/ good stuff.

    Hope they keep 'em coming.
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  16. #76
    Member Member Jarmam's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    This is a really, really, really good patch with some incredibly welcome changes. The only complaint I can muster is that they've undermined the brilliance of their own economic system by further dumbing down economy expotential growth and ease of management. On Legendary the economy was quite managable at launch - now its a joke how overpowered you become as you expand. But! This can be modded easily. The important stuff is the AI changes, the unit formation changes, hp/defense/pikemen balance changes (tho Spartan Pikes still need a nerf) and the victory point things, all of which are great.

    Going to test how the AI performs in siege battles with gates right away - they might not be a complete joke anymore! Tallyho!

  17. #77
    Senior Member Senior Member ReluctantSamurai's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Improved impact animations when pig carcasses hit the ground when fired as poison rounds form artillery in battles
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  18. #78

    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by Spoonska View Post
    The only things that bugs me is that squalor and food nerf. In 1.0 it was 12 Squalor - 10 Food for a Lv.4 Capital building. Now it's 10 / 8. Is it going to be 8 / 6 now?

    My concern is province management is just going to become a click fest. I know a lot of the vocal opinion is "I can't build all the cool buildings", but public order and food nerfs are effectively campaign difficulty nerfs.
    I disagree. The level 4s need to be an upgrade from the level 3s, which need to be an upgrade from the level 2s. Take Carthage's fishing port line, for example. Level 2 gives 6 food. Level 3 gives 8-9 food with a 4 squalor penalty. Upgrading Temple of Tanit from level 2 to level 3 ups the bonus from 4 to 8 public order at the cost of 4 food. You've essentially lost 1-2 by upgrading both level 2 buildings to level 3. I've destroyed every single level 3 fishing port I've captured to rebuild to level 2.

    The farm line gives 6 food at level 2. It used to give 18 food for 12 public order at level 4. Now it's 18 for 10. It could be 18 and 8 after this patch. The net food vs public order has to go up with each subsequent upgrade. Otherwise, what's the point. It used to be not worth it to upgrade past level 2. Now, it's worth it.

    In the current game, a lot of the upgrades are just not worth it. The player is smart enough to not upgrade most of the buildings. The AI isn't. I've noticed that many factions are losing their troops to food shortages because they keep upgrading the stuff that isn't worth it.

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  19. #79
    Senior Member Senior Member ReluctantSamurai's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    In the current game, a lot of the upgrades are just not worth it. The player is smart enough to not upgrade most of the buildings. The AI isn't. I've noticed that many factions are losing their troops to food shortages because they keep upgrading the stuff that isn't worth it.
    Seems to be commonplace. I've seen it suggested to script AI factions in how they develop. But it seems CA is taking the 'dumb down' route...which has its advantages, it seems. It's going to be a delicate balancing act to keep development challenging for the player, yet doable by the AI..
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  20. #80
    Member Member JeromeBaker's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by Zatoichi View Post
    I've had a weird slow down that's happened a few times during seige defences - the battle starts at normal speed, but as soon as there's any fighting, everything slows down to about 1/5 the speed except for the camera controls and the mouse, which remain constant. Is that what you're seeing? Only had this since the beta patch 2/patch 2, but I'd not seen anything reported about this anywhere.
    I got a lot of lag on seige battles pre 2nd patch when the gate walls would catch on fire and smoke would rise up. Once that smoke animation got on the screen the whole battle would slow down to roughly 1/5 the speed. I havent notcied this issue recently though, so it either improved when i messed with the graphical settings or the 2nd patch helped.

    I turned down all the settings pre 2nd patch, now I am wondering if i should max them back out. My computer should be able to handle this on high end settings.

  21. #81
    Member Member JeromeBaker's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by ReluctantSamurai View Post
    Seems to be commonplace. I've seen it suggested to script AI factions in how they develop. But it seems CA is taking the 'dumb down' route...which has its advantages, it seems. It's going to be a delicate balancing act to keep development challenging for the player, yet doable by the AI..
    AI factions fare much better if you play Rodious' MODs. When he nerfed the squalor and food shortages from later level buildings it helped the AI build up real armies that didnt either starve off or attach you with a full stack made up of mostly skirmishers.

    Only downside so far has been the AI can build to the point they drop like 15 to 20 stacks on you when the civil war starts. Of course, from what I read most good players saw this as a positive and enjoyed the challenge.

    I am not exactly an amazing general, so I might not fare as well with a 20 stack civil war uprising. Although i would love to have 1 really solid army with a mix of good infantry and a mix of ballistas and onagers and camp one side of a bridge and fight the 20 stack uprising that way.

  22. #82
    Member Member Jarmam's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by andrewt View Post
    I disagree. The level 4s need to be an upgrade from the level 3s, which need to be an upgrade from the level 2s. Take Carthage's fishing port line, for example. Level 2 gives 6 food. Level 3 gives 8-9 food with a 4 squalor penalty. Upgrading Temple of Tanit from level 2 to level 3 ups the bonus from 4 to 8 public order at the cost of 4 food. You've essentially lost 1-2 by upgrading both level 2 buildings to level 3. I've destroyed every single level 3 fishing port I've captured to rebuild to level 2.

    The farm line gives 6 food at level 2. It used to give 18 food for 12 public order at level 4. Now it's 18 for 10. It could be 18 and 8 after this patch. The net food vs public order has to go up with each subsequent upgrade. Otherwise, what's the point. It used to be not worth it to upgrade past level 2. Now, it's worth it.

    In the current game, a lot of the upgrades are just not worth it. The player is smart enough to not upgrade most of the buildings. The AI isn't. I've noticed that many factions are losing their troops to food shortages because they keep upgrading the stuff that isn't worth it.
    No, they dont need to be an upgrade in every situation ever, because if they are then there is no point in civic macromanagement at all, since every single decision is a no-brainer. Then there's no macro game. Also known as Shogun 2.

    You are not addressing squalor vs public order as a factor in this, or public order as a resource. To use the example of the fishing port: Level 2 gives 6 food. But what if you need 3 more to sustain a commerce-focused edict-province (like Siciliy+Southern Italy)? Then you build a lvl 3 port. This increases squalor by 4 in the province of the port. This is bad if it leads to instability. But what if I have, say, +2 public order from researches and +4 from a temple, giving me a total of, say, +5 public order in said province? Now its a clear upgrade, because I lose nothing - but this cannot be done in every single province you own, because edicts are finite and certain province specializations leave less public order to be messed around with. I am transferring +order (that I have in surplus, thus it is a resource) to +food, and then food for, lets say a Temple of Mercury for a +ROI play. But I have to make some decisions as to when, why and for what.

    We have 2 clear advantages of having a drawback to structures:
    1. I have to manage my macro-resources beyond "low food=bad".
    2. This puts a natural dampener to how economy spins ridiculously out of control as your faction grows large, keeping some sort of challenge in the lategame. This got much worse after the first patch, but luckily this patch seems to only affect the main line of structures, which admittedly was kind of weak. Now it has some merit for upgrading.

    It is crucial if you want any sort of macro-game in Rome 2 to keep a tension between food/squalor, income and public order, because if every building has a net +food-to-squalor or +order-to-food, the macro-game becomes both explosively unstable (as in, all buildings are then overpowered and need significant tuning down in +income and +order) and decisionless. This is also why buildings such as the Colloseum need a cap of 1 per faction, because they completely break the game by existing. I am certain I could increase my faction income by more than 50% by exploiting +order buildings with no drawbacks and thats either a design flaw or a game bug. Either way its game-breaking.

    The fact that the AI cannot manage this is a flaw on the AI that needs fixing. It doesn't beckon a trimming down of the game's potential unless there is absolutely no way of making the AI play around this system.

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  23. #83
    Member Member Sp4's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Holy crap, the MP Campaign turn time fix is amazing!!! I can finally play a coop campaign with my friend XD

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  24. #84
    Senior Member Senior Member Barkhorn1x's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by Sp4 View Post
    Holy crap, the MP Campaign turn time fix is amazing!!! I can finally play a coop campaign with my friend XD
    Progress baby, progress.
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  25. #85

    Default Re: Patches, Hotfixes, Betas and Such

    Patch looks pretty good, lots of great stuff here. Will have to look after this and see if it's available in beta yet.

    I share the concerns about further squalor-vs-food balancing. I think they're giving up some economic challenge to the player. As already pointed out, however, I think their intent is to help out the AI, particularly the small 1-2 region minor factions, so that they can at least support a decent-sized stack or two.

  26. #86
    Member Member Spoonska's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Tried to play with Patch 3, and it took a giant all over my rome. CTD when loading up a save game. I tried to start a new campaign, and it took 6:48 to load. After that it was a giant lag fest; switching from province to another would make the game hang for 10-15sec.


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  27. #87

    Default Re: Patches, Hotfixes, Betas and Such

    Yep, I haven't had a good experience this afternoon with Patch 3 either. Nothing nearly as drastic as Spoonska reports, but campaign map lags with every location shift, during both my turn and AI's. Thought it was going to CTD a couple of times. Also, the province panel doesn't scroll with mousewheel any more, have to do it manually with the scroll button. One of the patch notes stated that provinces would now be sort-able by food production; I'm not seeing that. I'm also not seeing any of the squalor/food rebalancing either. Kinda feels like pre-patch2; I'm not seeing any of the features mentioned in notes, and stability has taken a step backwards.

    Problem is, now that I've opted into the Patch3beta on Steam, I can't see any way to back out of it and revert to Patch 2.

    EDIT: Never mind. It appears that somehow R2 wasn't fully closed. Rebooted computer, and got the "NONE - Opt out of all beta" option in the appropriate pull-down menu, which hadn't appeared before.
    Last edited by Bramborough; 09-21-2013 at 01:10.

  28. #88
    Stranger in a strange land Moderator Hooahguy's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Im not having any of the problems that you guys are having with beta patch 3. While Im not sure if the pounding that I just took from the AI was as a result of the new beta patch or mods, but still, my hopes are climbing for this game.
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  29. #89

    Default Re: Patches, Hotfixes, Betas and Such

    I would avoid the 3.0 Beta. Campaign map performance in creased however I noticed significantly longer load time to start the game and a battle took in excess of 8 minutes until I decided to kill it. I haven't had this issue previously.

  30. #90
    Member Member Sp4's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    The game occasionally locks up for 15-20 seconds. So far only happened in MP campaign.

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