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  1. #1
    Just light the fuse... Member guyfawkes5's Avatar
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    Exclamation 2nd Patch Fixlist

    This has been released by CA at the .com today and although it may have been posted elsewhere at the .org, I thought I'd give a link here with the multiplayer community in mind.

    Link to TWblog

    Quote Originally Posted by SenseiTW
    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

    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

    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)

    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.
    Personally, multiplayer-wise, I'm the most excited about the hotseat option although I'm not sure on how exactly they would implement it, although I doubt battles between human players are possible. The fix of the two-handed bug is much appreciated, although I don't see any mention of the shield bug in there.

    Opinions?

  2. #2

    Default Re: 2nd Patch Fixlist

    Quote Originally Posted by guyfawkes5
    I don't see any mention of the shield bug in there.
    That is a concern and no mention of improvement of lag in big battles either, but I know that the RTW v1.2 readme omitted many of the fixes made in that patch.

    Thx for posting the list.
    Last edited by Puzz3D; 02-22-2007 at 16:41.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  3. #3
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: 2nd Patch Fixlist

    The fix list is not complete, i've talked to Caliban and not all the features/fixes are listed there.

  4. #4
    Just light the fuse... Member guyfawkes5's Avatar
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    Default Re: 2nd Patch Fixlist

    Will the shield bug be included in those? Can you give any hints or do CA have your hands tied? :)

  5. #5
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: 2nd Patch Fixlist

    I've got my hands tied for now, i'll hopefully have some info in regards to the shield bug soon, and hopefully i'll be able to share it(should be able to from what Caliban has said).

  6. #6
    Member Member Paolai's Avatar
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    Default Re: 2nd Patch Fixlist

    they said 99% the list is complete, and I wonder if a bug so important is on this 1%. The click behind bug vs pikes also. Balance fixes none...

  7. #7

    Default Re: 2nd Patch Fixlist

    • Soft-locks in MP Lobby no-longer occur
    • Host random hangs fixed
    • Enemy spearmen do not charge with raised spears
    • 2H axemen attack tweaked, inc. Attacking Cavalry
    • Drag Deploy functionality tweaked

    This imo is all that concerns mp, not even a mention of cav being nerfed, even if spearmen charge make them more effective vs cav, that would not change a thing. Again, another patch for campaign players.

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