Issues (hopefully) taken care of include:
-The “slow-motion-bug” that saw some infantry units losing due fighting/movement at vastly reduced speed has been completely corrected.
-AI will now react to prolonged missile fire more “intelligent”, depending on the AI army general’s command rating.
-During siege battles, once an AI spy has succeeded in opening the gates, at the beginning of the battle the AI will rush its heaviest units towards the gates. This should guarantee much more challenging siege battles. Be prepared to sweat.
-Unless the unit originally manning a siege tower/ladder is routing or fully engaged in combat on the walls, the AI will no more consider this siege tower a viable access point into the settlement, thus “crowding” and the associated lag during some siege battles will be effectively prevented. This issue is also connected to the AI not moving on from outer defences to inner walls during a castle siege, which has thus likewise been dealt with.
-AI will now react to flanking manoeuvres more “intelligent”, depending on the AI army General’s command rating.
-Merchants will now always produce the appropriate amount of Florins, taking into consideration distance to capital even after loading/reloading a game.
-Mostly during VH setting, the AI sometimes used to defend their most valuable settlements with only a tiny number of troops. This has been corrected.
-The triggers and scripts for cavalry have been amended in order to give players a good chance of a good charge while retaining some sense for realism. Likewise, pursuing fleeing enemies with lowered lances has been enabled for some units. However, this is a work-in-progress, and the final outcome will be heavily influenced by the community’s reactions to the new mechanism, as we always try to stay in touch with your opinions.
-Missile units will now always fire on the target they are ordered to fire at while “fire at will” is switched off.
-Melee units wielding two-handed weapons will now engage cavalry correctly.
-Missile Units ordered to charge the enemy will now do so correctly.
-Some minor issues concerning graphical bugs with some ati cards have been corrected. A full list will be posted in the update’s readme.
-Crossbow units will now stop firing at steep angles. This has proven to cause them to virtually waste their ammunition in some cases.
-Units that can fire in ranks will now stop re-reforming after taking casualties by enemy missile fire. Also, an issue where reforming soldiers kept bumping into each other after every volley has been taken care of. Happy annihilation.
-Crusading armies that do not reach the target settlement in time or until another faction’s crusade has taken the settlement will now simply disband. Family members in those “lost crusades” will have a chance of being either captured and ransomed or reappearing in one of the original crusading faction’s border cities within a few turns after a crusade is disbanded.
-Jihads can now only be called by the Imam with the highest piety rating in game, and only if his piety rating is equal to or above 7. This amendment was made to prevent the Turks from conquering most of Byzantine within the initial 3 turns.
-The AI will now take into consideration its own power and current situation more accurately when negotiation a ceasefire or an offer to become a vassal.
-Finally, the CTD caused by battling Timurid Elephants that had taken losses in previous battles has been fixed.
Issues that will be taken care of in a future patch:
-Further balancing of cavalry charges.
-Melee units sometimes „spreading out“ to engage enemies are a known issue that is rooted deep within the combat mechanisms. In fact, as far as battles on crowded grounds (e.g. within castle walls) are concerned, this is more of a feature. However, this may need some more balancing in the future.
-Voice castings for the Aztecs and Danes will be reconsidered.
-Siege equipment sometimes not firing at enemy units, although they are in range and no obstacles are in the way. This issue is hard to replicate, and under investigation. Stay tuned.
-Population growth rate is under observation.
-An option to expel another faction’s troops from territory controlled by the player will be added to the diplomacy interface. Likewise, an AI factions reliability rating will go down upon transgression if it is a) allied with another faction, but does b) not have military access granted.
“Issues” that are features and will not be changed:
-AI sometimes placing units in inaccessible areas - on top of mountains, for example - is not a bug, but a feature. Part of the problem armies had in defeating their opponent’s way into modern warfare was reaching entrenched positions. However, to prevent player-controlled and AI armies from fortifying their positions “ad infinitum”, it was ensured that defending armies can always be reached from at least one direction of the strategy map. It is up the player to find out which direction that is, though.
-Diplomacy has been the topic of one of the most heated discussions among CA members and up to now. Reports of long-time allies suddenly backstabbing the player keep floating around the forums in countless numbers. However, there have been equally countless accounts of similar incidents in medieval, as well as in modern history, and since AI factions also try to “win” the game, they will, according to their leaders characteristics and a multitude of other factors, choose to attack allies as well as long-standing enemies (just as most human players do, btw). Be on your guard.
-The pope will only excommunicate players that attack the faction named in the respective papal mission from outside of a settlement of the player that is threatened to be excommunicated. Example: Lets say you are Hungarian, and the pope threatened you with excommunication, should you attack the Polish. Now the Polish lay siege to one of your settlements. In case you now sally forth to lift the siege, this will be considered an act of mere self-defence, and not be punished in any way by the pope. Should you however use another army on the campmap to assault the besieging army, you will be considered “aggressive” by the pope and thus be excommunicated rightfully. To cut it short: the only way you are allowed to engage in battle with the Polish is by sallying forth out of a settlement besieged.
-Time progressing at 2-years-intervals is intentional, since 1-years-turns would have most players never seeing the invention of gunpowder or America. One possible solution to this issue would have been the introduction of different starting periods (as seen in Shogun, and MTW). Since this would have some severe impact on the game’s mechanics, we have no intention of changing this system as of yet. However, depending on public demand, this feature may be part of a future expansion.
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